(Version 1.0?) CA/0000: FF CA/0001: 49 If dialogue window is up, wait for keypress then dismiss CA/0002: FE Return CA/0003: B2 Call subroutine $CA5E33 CA/0007: FE Return CA/0008: 4B Display dialogue message $0B85, wait for button press Received “”! CA/000B: FE Return CA/000C: 4B Display dialogue message $0B86, wait for button press Learned “”! CA/000F: FE Return CA/0010: 4B Display dialogue message $0B87, wait for button press Found GP! CA/0013: FE Return CA/0014: 4B Display dialogue message $0B88, wait for button press Empty! CA/0017: FE Return CA/0018: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/001A: D7 Center screen on character CA/001B: FF End queue CA/001C: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/001E: D7 Center screen on character CA/001F: FF End queue CA/0020: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/0022: D7 Center screen on character CA/0023: FF End queue CA/0024: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0026: D7 Center screen on character CA/0027: FF End queue CA/0028: 4E Invoke battle, random encounter as determined by zone CA/0029: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA0032 CA/002E: B2 Call subroutine $CCE566 CA/0032: 47 Make character in slot 0 the lead character CA/0033: FE Return CA/0034: B2 Call subroutine $CA00EA CA/0038: FE Return CA/0039: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA0108 CA/003F: FE Return CA/0040: 4B Display dialogue message $0B90, wait for button press Monster-in-a-box! CA/0043: B2 Call subroutine $CB0E1C CA/0047: 8E Invoke battle: enemy set obtained from treasure chest's monster-in-a-box, background is area's default CA/0048: B2 Call subroutine $CA5EA9 CA/004C: 47 Make character in slot 0 the lead character CA/004D: 96 Restore screen from fade CA/004E: FE Return CA/004F: D9 Fade screen CA/0050: E0 Pause for 2 units CA/0052: D2 Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 08), mode $00 CA/0058: FE Return CA/0059: B9 If ($1E80($09D) [$1E93, bit 5] is set) and ($1E80($09E) [$1E93, bit 6] is clear), branch to $CA5AD4 CA/0061: D2 Load map $0007 (Blackjack, below decks, all rooms except Celes' prison), position (08, 35), mode $00 CA/0067: FE Return CA/0068: C8 Set bit $1E80($0246) [$1EC8, bit 6] CA/006B: B0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA0078 CA/0071: D2 Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (16, 06), mode $80 CA/0077: FE Return CA/0078: D2 Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)), position (16, 08), mode $80 CA/007E: FE Return CA/007F: 20 Move vehicle as follows: (go up), 64 units CA/0081: D2 Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (15, 08), mode $00 CA/0087: FE Return CA/0088: D2 Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (16, 08), mode $00 CA/008E: FE Return CA/008F: D2 Load map $0114 (Gogo's Lair, entrance / guarded bridges / below bridges), position (10, 12), mode $80 CA/0095: FE Return CA/0096: D2 Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (17, 08), mode $01 CA/009C: FE Return CA/009D: 3D Create object $12 CA/009F: 41 Show object $12 CA/00A1: 45 Refresh objects CA/00A2: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/00A4: CF Turn character left CA/00A5: C2 Set character's event speed to normal CA/00A6: FF End queue CA/00A7: 12 Begin action queue for character $12 (NPC $12), 14 bytes long (Wait until complete) CA/00A9: C4 Set character's event speed to faster CA/00AA: A6 Move character right/down 2x1 tiles CA/00AB: A6 Move character right/down 2x1 tiles CA/00AC: A6 Move character right/down 2x1 tiles CA/00AD: A6 Move character right/down 2x1 tiles CA/00AE: A6 Move character right/down 2x1 tiles CA/00AF: A6 Move character right/down 2x1 tiles CA/00B0: C2 Set character's event speed to normal CA/00B1: DD Make character jump (high) CA/00B2: 85 Move character right 2 tiles CA/00B3: C1 Set character's event speed to slow CA/00B4: DC Make character jump (low) CA/00B5: 81 Move character right 1 tile CA/00B6: FF End queue CA/00B7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/00B9: CD Turn character right CA/00BA: FF End queue CA/00BB: 94 Pause for 60 units CA/00BC: B3 Call subroutine $CAC810, 3 times CA/00C1: 93 Pause for 45 units CA/00C2: 4B Display dialogue message $0B9E, wait for button press A piece of Magicite popped out of Doom Gaze's mouth! CA/00C5: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/00C7: 85 Move character right 2 tiles CA/00C8: CE Turn character down CA/00C9: FF End queue CA/00CA: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/00CC: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/00CE: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/00D0: C0 Set character's event speed to slowest CA/00D1: 80 Move character up 1 tile CA/00D2: D1 Make character disappear CA/00D3: FF End queue CA/00D4: F4 Play sound effect 141 CA/00D6: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/00D8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/00DA: 10 Do character graphical action $10 CA/00DB: FF End queue CA/00DC: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/00DE: 4B Display dialogue message $0B9F, wait for button press Received the Magicite “Bahamut.” CA/00E1: 86 Give esper $43 (Bahamut ) to party CA/00E3: 6A Load map $01FF (world map) after fade out, (upper bits $2400), place party at (0, 0), facing down, party is in the airship CA/00E9: FF End vehicle script CA/00EA: 96 Restore screen from fade CA/00EB: F2 Fade out current song with transition time 48 CA/00ED: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/00EF: 09 Do vehicle/entity graphical action $09 (kneeling) CA/00F0: E0 Pause for 4 * 6 (24) frames CA/00F2: 27 Do vehicle/entity graphical action $27 CA/00F3: FF End queue CA/00F4: F0 Play song 56 (Nighty Night), (high bit set), full volume CA/00F6: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/00FA: FA Stop temporarily played song CA/00FB: F3 Fade in previously faded out song with transition time 16 CA/00FD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/00FF: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0100: FF End queue CA/0101: 94 Pause for 60 units CA/0102: B3 Call subroutine $CAC7FE, 3 times CA/0107: FE Return CA/0108: F4 Play sound effect 76 CA/010A: B0 Execute the following commands until $B1 2 times CA/010C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/010E: CD Turn vehicle/entity right CA/010F: FF End queue CA/0110: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0112: CC Turn vehicle/entity up CA/0113: FF End queue CA/0114: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0116: CF Turn vehicle/entity left CA/0117: FF End queue CA/0118: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/011A: CE Turn vehicle/entity down CA/011B: FF End queue CA/011C: B1 End block of repeating commands CA/011D: 97 Fade screen to black CA/011E: B0 Execute the following commands until $B1 2 times CA/0120: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0122: CD Turn vehicle/entity right CA/0123: FF End queue CA/0124: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0126: CC Turn vehicle/entity up CA/0127: FF End queue CA/0128: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/012A: CF Turn vehicle/entity left CA/012B: FF End queue CA/012C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/012E: CE Turn vehicle/entity down CA/012F: FF End queue CA/0130: B1 End block of repeating commands CA/0131: 5C Pause execution until fade in or fade out is complete CA/0132: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/0134: D3 Clear event bit $1E80($1CD) [$1EB9, bit 5] CA/0136: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CA/0138: C0 If ($1E80($2BF) [$1ED7, bit 7] is set), branch to $CA0154 CA/013E: C0 If ($1E80($2BE) [$1ED7, bit 6] is set), branch to $CA014F CA/0144: B2 Call subroutine $CA0159 CA/0148: 6B Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down CA/014E: FF End map script CA/014F: B2 Call subroutine $CC0FF6 CA/0153: FE Return CA/0154: B2 Call subroutine $CC1001 CA/0158: FE Return CA/0159: D5 Clear event bit $1E80($2B4) [$1ED6, bit 4] CA/015B: D5 Clear event bit $1E80($2B6) [$1ED6, bit 6] CA/015D: FE Return CA/015E: D3 Clear event bit $1E80($1C2) [$1EB8, bit 2] CA/0160: F0 Play song 56 (Nighty Night), (high bit set), full volume CA/0162: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/0164: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0165: E0 Pause for 4 * 6 (24) frames CA/0167: 27 Do vehicle/entity graphical action $27 CA/0168: FF End queue CA/0169: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/016D: FA Stop temporarily played song CA/016E: F3 Fade in previously faded out song with transition time 16 CA/0170: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0172: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0173: FF End queue CA/0174: 94 Pause for 60 units CA/0175: B3 Call subroutine $CAC7FE, 3 times CA/017A: 92 Pause for 30 units CA/017B: 6A Load map $01FE (previous world map, skipping reposition function) after fade out, (upper bits $2400), place party at (0, 0), facing down, flags $00 CA/0181: FF End map script CA/0182: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CA/0184: C1 Set vehicle/entity's event speed to slow CA/0185: 83 Move vehicle/entity left 1 tile CA/0186: 22 Do vehicle/entity graphical action $22 CA/0187: FF End queue CA/0188: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/018A: CD Turn vehicle/entity right CA/018B: FF End queue CA/018C: 4B Display dialogue message $0BA6, wait for button press (At bottom of screen) STRAGO: The Espers…and magic, too, will most definitely disappear from this world. CA/018F: FE Return CA/0190: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/0192: CE Turn vehicle/entity down CA/0193: FF End queue CA/0194: 4B Display dialogue message $0BA5, wait for button press (At bottom of screen) CELES: The Espers, and magic, too, will cease to exist. CA/0197: FE Return CA/0198: 4B Display dialogue message $0B8D, wait for button press Right. We're going in! CA/019B: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA02D5 CA/01A1: FE Return CA/01A2: C0 If ($1E80($029) [$1E85, bit 1] is set), branch to $CA0198 CA/01A8: 4B Display dialogue message $0B8D, wait for button press Right. We're going in! CA/01AB: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $2400), place party at (137, 198), facing down, party is in the airship CA/01B1: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CA/01B4: 40 Move vehicle as follows: (go down), 56 units CA/01B6: C7 Place airship at position (137, 199) CA/01B9: D2 Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (15, 08), mode $40 CA/01BF: 38 Hold screen CA/01C0: B2 Call subroutine $CAC90B CA/01C4: B2 Call subroutine $CAC9ED CA/01C8: C0 If ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CA01D5 CA/01CE: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/01D0: D5 Set vehicle/entity's position to (21, 7) CA/01D3: CE Turn vehicle/entity down CA/01D4: FF End queue CA/01D5: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA01E2 CA/01DB: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/01DD: D5 Set vehicle/entity's position to (23, 9) CA/01E0: CF Turn vehicle/entity left CA/01E1: FF End queue CA/01E2: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA01EF CA/01E8: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CA/01EA: D5 Set vehicle/entity's position to (24, 7) CA/01ED: CF Turn vehicle/entity left CA/01EE: FF End queue CA/01EF: C0 If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CA01FC CA/01F5: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long CA/01F7: D5 Set vehicle/entity's position to (25, 9) CA/01FA: CF Turn vehicle/entity left CA/01FB: FF End queue CA/01FC: C0 If ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CA0209 CA/0202: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/0204: D5 Set vehicle/entity's position to (16, 8) CA/0207: CE Turn vehicle/entity down CA/0208: FF End queue CA/0209: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA0216 CA/020F: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/0211: D5 Set vehicle/entity's position to (14, 6) CA/0214: CF Turn vehicle/entity left CA/0215: FF End queue CA/0216: C0 If ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CA0223 CA/021C: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/021E: D5 Set vehicle/entity's position to (17, 8) CA/0221: CF Turn vehicle/entity left CA/0222: FF End queue CA/0223: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA0230 CA/0229: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/022B: D5 Set vehicle/entity's position to (18, 9) CA/022E: CE Turn vehicle/entity down CA/022F: FF End queue CA/0230: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA023D CA/0236: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CA/0238: D5 Set vehicle/entity's position to (11, 7) CA/023B: CF Turn vehicle/entity left CA/023C: FF End queue CA/023D: C0 If ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CA024A CA/0243: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/0245: D5 Set vehicle/entity's position to (15, 8) CA/0248: 0A Do vehicle/entity graphical action $0A CA/0249: FF End queue CA/024A: 42 Hide object $0A CA/024C: 42 Hide object $0B CA/024E: 42 Hide object $0C CA/0250: 42 Hide object $0D CA/0252: 95 Pause for 120 units CA/0253: 96 Restore screen from fade CA/0254: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/0256: CE Turn vehicle/entity down CA/0257: FF End queue CA/0258: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/025A: C2 Set vehicle/entity's event speed to normal CA/025B: 82 Move vehicle/entity down 1 tile CA/025C: E0 Pause for 4 * 8 (32) frames CA/025E: 19 Do vehicle/entity graphical action $19 CA/025F: FF End queue CA/0260: 4B Display dialogue message $0BA0, wait for button press EDGAR: It's time to break into Kefka's domain! CA/0263: 92 Pause for 30 units CA/0264: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CA/0266: 20 Do vehicle/entity graphical action $20 CA/0267: E0 Pause for 4 * 8 (32) frames CA/0269: C1 Set vehicle/entity's event speed to slow CA/026A: 84 Move vehicle/entity up 2 tiles CA/026B: 1C Do vehicle/entity graphical action $1C CA/026C: FF End queue CA/026D: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/026F: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/0270: FF End queue CA/0271: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/0273: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/0274: FF End queue CA/0275: 4B Display dialogue message $0BA1, wait for button press (At bottom of screen) SETZER: What's wrong? CELES…… CA/0278: B5 Pause for 15 * 6 (90) units CA/027A: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/027C: CF Turn vehicle/entity left CA/027D: FF End queue CA/027E: 94 Pause for 60 units CA/027F: 4B Display dialogue message $0BA2, wait for button press (At bottom of screen) CELES: The Statues give the Espers the magical energy they need to live. If we destroy the Statues… CA/0282: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/0284: 84 Move vehicle/entity up 2 tiles CA/0285: FF End queue CA/0286: 4B Display dialogue message $0BA3, wait for button press (At bottom of screen) EDGAR: What'll happen? CA/0289: 92 Pause for 30 units CA/028A: B0 Execute the following commands until $B1 3 times CA/028C: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/028E: 15 Do vehicle/entity graphical action $15 CA/028F: FF End queue CA/0290: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/0292: CF Turn vehicle/entity left CA/0293: FF End queue CA/0294: B1 End block of repeating commands CA/0295: 92 Pause for 30 units CA/0296: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/0298: 22 Do vehicle/entity graphical action $22 CA/0299: FF End queue CA/029A: 4B Display dialogue message $0BA4, wait for button press (At bottom of screen) CELES: I'm really not sure, but… CA/029D: E1 Load CaseWord with characters who are collected (excludes Veldt-jumped Gau) CA/029E: BE If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA0182; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA0190 CA/02A6: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/02A8: CD Turn vehicle/entity right CA/02A9: FF End queue CA/02AA: 94 Pause for 60 units CA/02AB: B0 Execute the following commands until $B1 3 times CA/02AD: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/02AF: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/02B0: FF End queue CA/02B1: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/02B3: CD Turn vehicle/entity right CA/02B4: FF End queue CA/02B5: B1 End block of repeating commands CA/02B6: 92 Pause for 30 units CA/02B7: 4B Display dialogue message $0BA7, wait for button press (At bottom of screen) EDGAR: And then… CA/02BA: 93 Pause for 45 units CA/02BB: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/02BD: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/02BE: FF End queue CA/02BF: 4B Display dialogue message $0BA8, wait for button press (At bottom of screen) CELES: What will happen to … TERRA…? CA/02C2: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA02D5 CA/02C8: 30 Begin action queue for character $30 (Camera), 7 bytes long (Wait until complete) CA/02CA: C2 Set vehicle/entity's event speed to normal CA/02CB: 85 Move vehicle/entity right 2 tiles CA/02CC: C1 Set vehicle/entity's event speed to slow CA/02CD: 81 Move vehicle/entity right 1 tile CA/02CE: C0 Set vehicle/entity's event speed to slowest CA/02CF: 81 Move vehicle/entity right 1 tile CA/02D0: FF End queue CA/02D1: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/02D3: 20 Do vehicle/entity graphical action $20 CA/02D4: FF End queue CA/02D5: 95 Pause for 120 units CA/02D6: B2 Call subroutine $CACBAF CA/02DA: 99 Invoke party selection screen (3 groups) (force characters: [$0000] () CA/02DE: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $3400), place party at (15, 8), facing left CA/02E4: 79 Place party 3 on map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) CA/02E8: B2 Call subroutine $CA0429 CA/02EC: 46 Make party 3 the current party CA/02EE: 45 Refresh objects CA/02EF: 47 Make character in slot 0 the lead character CA/02F0: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/02F2: D5 Set vehicle/entity's position to (17, 10) CA/02F5: FF End queue CA/02F6: 41 Show object $31 CA/02F8: 47 Make character in slot 0 the lead character CA/02F9: B2 Call subroutine $CA0456 CA/02FD: 46 Make party 3 the current party CA/02FF: 45 Refresh objects CA/0300: B2 Call subroutine $CA0469 CA/0304: 97 Fade screen to black CA/0305: 5C Pause execution until fade in or fade out is complete CA/0306: 46 Make party 1 the current party CA/0308: 45 Refresh objects CA/0309: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/030B: 6B Load map $014E (Kefka's Tower, exterior) instantly, (upper bits $3400), place party at (11, 7), facing left CA/0311: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/0313: 38 Hold screen CA/0314: 42 Hide object $31 CA/0316: 79 Place party 2 on map $014E (Kefka's Tower, exterior) CA/031A: 79 Place party 3 on map $014E (Kefka's Tower, exterior) CA/031E: 46 Make party 2 the current party CA/0320: 45 Refresh objects CA/0321: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/0323: D5 Set vehicle/entity's position to (43, 7) CA/0326: FF End queue CA/0327: 41 Show object $31 CA/0329: 45 Refresh objects CA/032A: 47 Make character in slot 0 the lead character CA/032B: 46 Make party 3 the current party CA/032D: 45 Refresh objects CA/032E: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/0330: D5 Set vehicle/entity's position to (56, 9) CA/0333: FF End queue CA/0334: 41 Show object $31 CA/0336: 45 Refresh objects CA/0337: 47 Make character in slot 0 the lead character CA/0338: 46 Make party 1 the current party CA/033A: 45 Refresh objects CA/033B: 41 Show object $31 CA/033D: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/033F: D5 Set vehicle/entity's position to (11, 0) CA/0342: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0343: C3 Set vehicle/entity's event speed to fast CA/0344: FF End queue CA/0345: 47 Make character in slot 0 the lead character CA/0346: 96 Restore screen from fade CA/0347: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/0349: C2 Set vehicle/entity's event speed to normal CA/034A: 9A Move vehicle/entity down 7 tiles CA/034B: FF End queue CA/034C: 31 Begin action queue for character $31 (Party Character 0), 18 bytes long (Wait until complete) CA/034E: C7 Set vehicle/entity to stay still when moving CA/034F: C8 Set object layering priority to 2 (low nibble 2) CA/0351: 9E Move vehicle/entity down 8 tiles CA/0352: 86 Move vehicle/entity down 2 tiles CA/0353: 1F Do vehicle/entity graphical action $1F CA/0354: C3 Set vehicle/entity's event speed to fast CA/0355: DD Make vehicle/entity jump (high) CA/0356: A8 Move vehicle/entity left/down 1x2 tiles CA/0357: A8 Move vehicle/entity left/down 1x2 tiles CA/0358: C2 Set vehicle/entity's event speed to normal CA/0359: DD Make vehicle/entity jump (high) CA/035A: 86 Move vehicle/entity down 2 tiles CA/035B: 09 Do vehicle/entity graphical action $09 (kneeling) CA/035C: C6 Set vehicle/entity to walk when moving CA/035D: C8 Set object layering priority to 0 (low nibble 0) CA/035F: FF End queue CA/0360: 46 Make party 2 the current party CA/0362: 45 Refresh objects CA/0363: 47 Make character in slot 0 the lead character CA/0364: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0366: 30 Begin action queue for character $30 (Camera), 9 bytes long CA/0368: C3 Set vehicle/entity's event speed to fast CA/0369: 9D Move vehicle/entity right 8 tiles CA/036A: 9D Move vehicle/entity right 8 tiles CA/036B: 9D Move vehicle/entity right 8 tiles CA/036C: 85 Move vehicle/entity right 2 tiles CA/036D: A6 Move vehicle/entity right/down 2x1 tiles CA/036E: A6 Move vehicle/entity right/down 2x1 tiles CA/036F: A6 Move vehicle/entity right/down 2x1 tiles CA/0370: FF End queue CA/0371: B5 Pause for 15 * 14 (210) units CA/0373: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/0375: C4 Set vehicle/entity's event speed to faster CA/0376: C8 Set object layering priority to 2 (low nibble 2) CA/0378: 1F Do vehicle/entity graphical action $1F CA/0379: C7 Set vehicle/entity to stay still when moving CA/037A: 9E Move vehicle/entity down 8 tiles CA/037B: 96 Move vehicle/entity down 6 tiles CA/037C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/037D: C6 Set vehicle/entity to walk when moving CA/037E: C8 Set object layering priority to 0 (low nibble 0) CA/0380: FF End queue CA/0381: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0383: 46 Make party 3 the current party CA/0385: 45 Refresh objects CA/0386: 47 Make character in slot 0 the lead character CA/0387: F2 Fade out current song with transition time 64 CA/0389: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/038B: 9D Move vehicle/entity right 8 tiles CA/038C: A1 Move vehicle/entity right/down 1x1 tiles CA/038D: A1 Move vehicle/entity right/down 1x1 tiles CA/038E: A1 Move vehicle/entity right/down 1x1 tiles CA/038F: A1 Move vehicle/entity right/down 1x1 tiles CA/0390: A1 Move vehicle/entity right/down 1x1 tiles CA/0391: FF End queue CA/0392: 93 Pause for 45 units CA/0393: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/0395: 9E Move vehicle/entity down 8 tiles CA/0396: 92 Move vehicle/entity down 5 tiles CA/0397: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/0398: C6 Set vehicle/entity to walk when moving CA/0399: FF End queue CA/039A: 35 Pause execution until action queue for object $30 (Camera) is complete CA/039C: 46 Make party 1 the current party CA/039E: 45 Refresh objects CA/039F: 47 Make character in slot 0 the lead character CA/03A0: 6A Load map $014E (Kefka's Tower, exterior) after fade out, (upper bits $3400), place party at (9, 16), facing left CA/03A6: 39 Free screen CA/03A7: C0 If ($1E80($029) [$1E85, bit 1] is set), branch to $CA03B0 CA/03AD: 4B Display dialogue message $0B92, wait for button press The Statues are up ahead… CA/03B0: 4B Display dialogue message $0B93, wait for button press (Show text only) (At bottom of screen) Divide into 3 groups. Use the Y Button to switch between them. CA/03B3: D2 Set event bit $1E80($1CE) [$1EB9, bit 6] (Enables party switching with the Y button) CA/03B5: D4 Set event bit $1E80($2BE) [$1ED7, bit 6] CA/03B7: D0 Set event bit $1E80($029) [$1E85, bit 1] CA/03B9: FE Return CA/03BA: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/03C4: B2 Call subroutine $CA03E7 CA/03C8: FE Return CA/03C9: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/03D3: B2 Call subroutine $CA03E7 CA/03D7: FE Return CA/03D8: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1F2) [$1EBE, bit 2] is clear), branch to $CA5EB3 (simply returns) CA/03E2: B2 Call subroutine $CA03E7 CA/03E6: FE Return CA/03E7: 38 Hold screen CA/03E8: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/03EA: E0 Pause for 4 * 1 (4) frames CA/03EC: FF End queue CA/03ED: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/03EF: DC Make vehicle/entity jump (low) CA/03F0: 80 Move vehicle/entity up 1 tile CA/03F1: 0F Do vehicle/entity graphical action $0F CA/03F2: C7 Set vehicle/entity to stay still when moving CA/03F3: FF End queue CA/03F4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/03F6: 9C Move vehicle/entity up 8 tiles CA/03F7: FF End queue CA/03F8: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/03FA: C1 Set vehicle/entity's event speed to slow CA/03FB: 9C Move vehicle/entity up 8 tiles CA/03FC: C6 Set vehicle/entity to walk when moving CA/03FD: FF End queue CA/03FE: 97 Fade screen to black CA/03FF: 5C Pause execution until fade in or fade out is complete CA/0400: B2 Call subroutine $CC2109 CA/0404: FE Return CA/0405: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/0407: 86 Move vehicle/entity down 2 tiles CA/0408: FF End queue CA/0409: 4B Display dialogue message $0B8D, wait for button press Right. We're going in! CA/040C: B2 Call subroutine $CACBAF CA/0410: 99 Invoke party selection screen (2 groups) (force characters: [$0000] () CA/0414: B2 Call subroutine $CA0429 CA/0418: B2 Call subroutine $CA0456 CA/041C: 6A Load map $013E (Phoenix Cave, outside entrance) after fade out, (upper bits $2000), place party at (8, 7), facing down CA/0422: B2 Call subroutine $CC2090 CA/0426: D4 Set event bit $1E80($2BF) [$1ED7, bit 7] CA/0428: FE Return CA/0429: B2 Call subroutine $CACCA4 CA/042D: 42 Hide object $31 CA/042F: 79 Place party 1 on map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) CA/0433: 79 Place party 2 on map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) CA/0437: 45 Refresh objects CA/0438: 38 Hold screen CA/0439: 46 Make party 1 the current party CA/043B: 45 Refresh objects CA/043C: 47 Make character in slot 0 the lead character CA/043D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/043F: D5 Set vehicle/entity's position to (15, 10) CA/0442: CE Turn vehicle/entity down CA/0443: FF End queue CA/0444: 41 Show object $31 CA/0446: 47 Make character in slot 0 the lead character CA/0447: 46 Make party 2 the current party CA/0449: 45 Refresh objects CA/044A: 47 Make character in slot 0 the lead character CA/044B: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/044D: D5 Set vehicle/entity's position to (16, 10) CA/0450: CE Turn vehicle/entity down CA/0451: FF End queue CA/0452: 41 Show object $31 CA/0454: 47 Make character in slot 0 the lead character CA/0455: FE Return CA/0456: 46 Make party 1 the current party CA/0458: 45 Refresh objects CA/0459: 47 Make character in slot 0 the lead character CA/045A: 96 Restore screen from fade CA/045B: 5C Pause execution until fade in or fade out is complete CA/045C: B2 Call subroutine $CA0469 CA/0460: 46 Make party 2 the current party CA/0462: 45 Refresh objects CA/0463: 47 Make character in slot 0 the lead character CA/0464: B2 Call subroutine $CA0469 CA/0468: FE Return CA/0469: 47 Make character in slot 0 the lead character CA/046A: 31 Begin action queue for character $31 (Party Character 0), 16 bytes long (Wait until complete) CA/046C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/046D: E0 Pause for 4 * 3 (12) frames CA/046F: C8 Set object layering priority to 2 (low nibble 2) CA/0471: C2 Set vehicle/entity's event speed to normal CA/0472: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0473: C7 Set vehicle/entity to stay still when moving CA/0474: DD Make vehicle/entity jump (high) CA/0475: 86 Move vehicle/entity down 2 tiles CA/0476: C4 Set vehicle/entity's event speed to faster CA/0477: 9A Move vehicle/entity down 7 tiles CA/0478: C6 Set vehicle/entity to walk when moving CA/0479: C8 Set object layering priority to 0 (low nibble 0) CA/047B: FF End queue CA/047C: FE Return CA/047D: B2 Call subroutine $CACB9F CA/0481: 3B Position character in a "ready-to-go" stance CA/0482: 47 Make character in slot 0 the lead character CA/0483: 6B Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) instantly, (upper bits $3000), place party at (16, 8), facing left CA/0489: FE Return CA/048A: 73 Replace current map's Layer 1 at (8, 19) with the following (13 x 15) chunk, refresh immediately CA/048F: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/049C: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04A9: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04B6: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04C3: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04D0: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04DD: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04EA: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/04F7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0504: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0511: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/051E: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/052B: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0538: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0545: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0552: FE Return CA/0553: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/0555: D5 Set vehicle/entity's position to (15, 27) CA/0558: FF End queue CA/0559: 41 Show object $31 CA/055B: 45 Refresh objects CA/055C: FE Return CA/055D: B2 Call subroutine $CAC6AC CA/0561: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/0563: C2 Set vehicle/entity's event speed to normal CA/0564: CC Turn vehicle/entity up CA/0565: FF End queue CA/0566: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/0568: C2 Set vehicle/entity's event speed to normal CA/0569: 83 Move vehicle/entity left 1 tile CA/056A: CC Turn vehicle/entity up CA/056B: FF End queue CA/056C: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/056E: C2 Set vehicle/entity's event speed to normal CA/056F: 81 Move vehicle/entity right 1 tile CA/0570: CC Turn vehicle/entity up CA/0571: FF End queue CA/0572: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/0574: C2 Set vehicle/entity's event speed to normal CA/0575: 82 Move vehicle/entity down 1 tile CA/0576: CC Turn vehicle/entity up CA/0577: FF End queue CA/0578: 93 Pause for 45 units CA/0579: 46 Make party 3 the current party CA/057B: 45 Refresh objects CA/057C: FE Return CA/057D: 6B Load map $0150 (Kefka's Tower, Kefka's lair, red background) instantly, (upper bits $2400), place party at (15, 20), facing down CA/0583: 38 Hold screen CA/0584: F0 Play song 0 (Silence), (high bit clear), full volume CA/0586: F6 Subcommand $11: Play song $4D (Fanatics) at volume $A0 (with unknown other effects) CA/058A: F4 Play sound effect 251 CA/058C: F6 Subcommand $82: Change volume of currently playing sound effect to $60, transition time 32 CA/0590: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/0594: 79 Place party 1 on map $0150 (Kefka's Tower, Kefka's lair, red background) CA/0598: 79 Place party 2 on map $0150 (Kefka's Tower, Kefka's lair, red background) CA/059C: 79 Place party 3 on map $0150 (Kefka's Tower, Kefka's lair, red background) CA/05A0: 42 Hide object $31 CA/05A2: 42 Hide object $32 CA/05A4: 42 Hide object $33 CA/05A6: 42 Hide object $34 CA/05A8: 46 Make party 3 the current party CA/05AA: 45 Refresh objects CA/05AB: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/05AD: D5 Set vehicle/entity's position to (0, 0) CA/05B0: FF End queue CA/05B1: 41 Show object $31 CA/05B3: 45 Refresh objects CA/05B4: 46 Make party 2 the current party CA/05B6: 45 Refresh objects CA/05B7: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/05B9: D5 Set vehicle/entity's position to (0, 0) CA/05BC: FF End queue CA/05BD: 41 Show object $31 CA/05BF: 45 Refresh objects CA/05C0: 46 Make party 1 the current party CA/05C2: 45 Refresh objects CA/05C3: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/05C5: D5 Set vehicle/entity's position to (15, 27) CA/05C8: FF End queue CA/05C9: 41 Show object $31 CA/05CB: 45 Refresh objects CA/05CC: 96 Restore screen from fade CA/05CD: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/05CF: C2 Set vehicle/entity's event speed to normal CA/05D0: 90 Move vehicle/entity up 5 tiles CA/05D1: FF End queue CA/05D2: B2 Call subroutine $CAC6AC CA/05D6: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/05D8: C2 Set vehicle/entity's event speed to normal CA/05D9: 80 Move vehicle/entity up 1 tile CA/05DA: FF End queue CA/05DB: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/05DD: C2 Set vehicle/entity's event speed to normal CA/05DE: 83 Move vehicle/entity left 1 tile CA/05DF: CC Turn vehicle/entity up CA/05E0: FF End queue CA/05E1: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/05E3: C2 Set vehicle/entity's event speed to normal CA/05E4: 81 Move vehicle/entity right 1 tile CA/05E5: CC Turn vehicle/entity up CA/05E6: FF End queue CA/05E7: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/05E9: C2 Set vehicle/entity's event speed to normal CA/05EA: CC Turn vehicle/entity up CA/05EB: FF End queue CA/05EC: 93 Pause for 45 units CA/05ED: 38 Hold screen CA/05EE: 46 Make party 2 the current party CA/05F0: 45 Refresh objects CA/05F1: B2 Call subroutine $CA0553 CA/05F5: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/05F7: C2 Set vehicle/entity's event speed to normal CA/05F8: 88 Move vehicle/entity up 3 tiles CA/05F9: AA Move vehicle/entity left/up 2x1 tiles CA/05FA: A3 Move vehicle/entity left/up 1x1 tiles CA/05FB: FF End queue CA/05FC: B2 Call subroutine $CA055D CA/0600: B2 Call subroutine $CA0553 CA/0604: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/0606: C2 Set vehicle/entity's event speed to normal CA/0607: 88 Move vehicle/entity up 3 tiles CA/0608: A5 Move vehicle/entity right/up 2x1 tiles CA/0609: A0 Move vehicle/entity right/up 1x1 tiles CA/060A: FF End queue CA/060B: B2 Call subroutine $CA055D CA/060F: B2 Call subroutine $CAF28D CA/0613: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/0615: C1 Set vehicle/entity's event speed to slow CA/0616: 9C Move vehicle/entity up 8 tiles CA/0617: 94 Move vehicle/entity up 6 tiles CA/0618: FF End queue CA/0619: 94 Pause for 60 units CA/061A: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/061E: F4 Play sound effect 205 CA/0620: 4B Display dialogue message $0BA9, wait for button press (Show text only) Welcome, friends! CA/0623: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/0625: 8A Move vehicle/entity down 3 tiles CA/0626: FF End queue CA/0627: F4 Play sound effect 212 CA/0629: A7 Create a rotating pyramid around character $10 (NPC $10) CA/062B: 56 Increase color component(s) 130 (Blue), at intensity 2 CA/062D: 91 Pause for 15 units CA/062E: B0 Execute the following commands until $B1 31 times CA/0630: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/0634: B4 Pause for 2 units CA/0636: B1 End block of repeating commands CA/0637: 53 Modify object color range from [30, 3F]: Subtract (Black) at intensity 0 CA/063B: 3D Create object $10 CA/063D: 41 Show object $10 CA/063F: 45 Refresh objects CA/0640: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/0642: 1D Do vehicle/entity graphical action $1D CA/0643: FF End queue CA/0644: 92 Pause for 30 units CA/0645: B0 Execute the following commands until $B1 31 times CA/0647: 53 Modify object color range from [30, 3F]: Do unknown operation (Black) at intensity 0 CA/064B: B4 Pause for 2 units CA/064D: B1 End block of repeating commands CA/064E: F4 Play sound effect 251 CA/0650: F6 Subcommand $82: Change volume of currently playing sound effect to $60, transition time 32 CA/0654: 92 Pause for 30 units CA/0655: 4B Display dialogue message $0BAA, wait for button press (Show text only) I knew you'd make it here, so I've prepared some suitable entertainment for you! CA/0658: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/065A: 9A Move vehicle/entity down 7 tiles CA/065B: FF End queue CA/065C: 4B Display dialogue message $0BAB, wait for button press (Show text only) (At bottom of screen) How long are you going to let the destruction continue? KEFKA: I've tapped into the ultimate power. Observe…! CA/065F: B2 Call subroutine $CAC819 CA/0663: B2 Call subroutine $CAC853 CA/0667: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/0669: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/066B: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/066D: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/066F: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/0671: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/0672: E0 Pause for 4 * 3 (12) frames CA/0674: 10 Do vehicle/entity graphical action $10 CA/0675: FF End queue CA/0676: 31 Begin action queue for character $31 (Party Character 0), 15 bytes long CA/0678: C4 Set vehicle/entity's event speed to faster CA/0679: 1F Do vehicle/entity graphical action $1F CA/067A: C7 Set vehicle/entity to stay still when moving CA/067B: AA Move vehicle/entity left/up 2x1 tiles CA/067C: AA Move vehicle/entity left/up 2x1 tiles CA/067D: A3 Move vehicle/entity left/up 1x1 tiles CA/067E: AB Move vehicle/entity left/up 1x2 tiles CA/067F: AB Move vehicle/entity left/up 1x2 tiles CA/0680: 0B Do vehicle/entity graphical action $0B CA/0681: C0 Set vehicle/entity's event speed to slowest CA/0682: 80 Move vehicle/entity up 1 tile CA/0683: 82 Move vehicle/entity down 1 tile CA/0684: FC Branch 2 bytes backwards ($CA0682) CA/0686: FF End queue CA/0687: 91 Pause for 15 units CA/0688: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/068A: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/068B: FF End queue CA/068C: 4B Display dialogue message $0BAC, wait for button press (Show text only) (At bottom of screen) KEFKA: Such magnificent power! You are like insects to me! CA/068F: 46 Make party 2 the current party CA/0691: 45 Refresh objects CA/0692: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/0694: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0695: E0 Pause for 4 * 3 (12) frames CA/0697: 50 Do vehicle/entity graphical action $10, flipped horizontally CA/0698: FF End queue CA/0699: 31 Begin action queue for character $31 (Party Character 0), 15 bytes long CA/069B: C4 Set vehicle/entity's event speed to faster CA/069C: 1F Do vehicle/entity graphical action $1F CA/069D: C7 Set vehicle/entity to stay still when moving CA/069E: A5 Move vehicle/entity right/up 2x1 tiles CA/069F: A5 Move vehicle/entity right/up 2x1 tiles CA/06A0: A0 Move vehicle/entity right/up 1x1 tiles CA/06A1: A4 Move vehicle/entity right/up 1x2 tiles CA/06A2: A4 Move vehicle/entity right/up 1x2 tiles CA/06A3: 0B Do vehicle/entity graphical action $0B CA/06A4: C0 Set vehicle/entity's event speed to slowest CA/06A5: 80 Move vehicle/entity up 1 tile CA/06A6: 82 Move vehicle/entity down 1 tile CA/06A7: FC Branch 2 bytes backwards ($CA06A5) CA/06A9: FF End queue CA/06AA: 91 Pause for 15 units CA/06AB: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/06AD: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/06AE: FF End queue CA/06AF: 4B Display dialogue message $0BAD, wait for button press (Show text only) (At bottom of screen) KEFKA: I will exterminate everyone, and everything! CA/06B2: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/06B4: 19 Do vehicle/entity graphical action $19 CA/06B5: E0 Pause for 4 * 2 (8) frames CA/06B7: 10 Do vehicle/entity graphical action $10 CA/06B8: FF End queue CA/06B9: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete) CA/06BB: C4 Set vehicle/entity's event speed to faster CA/06BC: 1F Do vehicle/entity graphical action $1F CA/06BD: A8 Move vehicle/entity left/down 1x2 tiles CA/06BE: 0B Do vehicle/entity graphical action $0B CA/06BF: C3 Set vehicle/entity's event speed to fast CA/06C0: DD Make vehicle/entity jump (high) CA/06C1: A8 Move vehicle/entity left/down 1x2 tiles CA/06C2: A8 Move vehicle/entity left/down 1x2 tiles CA/06C3: DD Make vehicle/entity jump (high) CA/06C4: 8E Move vehicle/entity down 4 tiles CA/06C5: 28 Do vehicle/entity graphical action $28 CA/06C6: C6 Set vehicle/entity to walk when moving CA/06C7: FF End queue CA/06C8: 46 Make party 3 the current party CA/06CA: 45 Refresh objects CA/06CB: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CA/06CD: 09 Do vehicle/entity graphical action $09 (kneeling) CA/06CE: E0 Pause for 4 * 2 (8) frames CA/06D0: 59 Do vehicle/entity graphical action $19, flipped horizontally CA/06D1: E0 Pause for 4 * 2 (8) frames CA/06D3: 50 Do vehicle/entity graphical action $10, flipped horizontally CA/06D4: FF End queue CA/06D5: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long (Wait until complete) CA/06D7: C4 Set vehicle/entity's event speed to faster CA/06D8: 1F Do vehicle/entity graphical action $1F CA/06D9: A7 Move vehicle/entity right/down 1x2 tiles CA/06DA: 0B Do vehicle/entity graphical action $0B CA/06DB: C3 Set vehicle/entity's event speed to fast CA/06DC: DD Make vehicle/entity jump (high) CA/06DD: A7 Move vehicle/entity right/down 1x2 tiles CA/06DE: A7 Move vehicle/entity right/down 1x2 tiles CA/06DF: DD Make vehicle/entity jump (high) CA/06E0: 8E Move vehicle/entity down 4 tiles CA/06E1: 28 Do vehicle/entity graphical action $28 CA/06E2: C6 Set vehicle/entity to walk when moving CA/06E3: FF End queue CA/06E4: 46 Make party 1 the current party CA/06E6: 45 Refresh objects CA/06E7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/06E9: 84 Move vehicle/entity up 2 tiles CA/06EA: FF End queue CA/06EB: 4B Display dialogue message $0BAE, wait for button press (Show text only) (At bottom of screen) People will keep rebuilding the things you take from them! CA/06EE: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/06F0: 9C Move vehicle/entity up 8 tiles CA/06F1: FF End queue CA/06F2: 94 Pause for 60 units CA/06F3: 56 Increase color component(s) 2 (Black), at intensity 2 CA/06F5: B0 Execute the following commands until $B1 31 times CA/06F7: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/06FB: B1 End block of repeating commands CA/06FC: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/06FE: CD Turn vehicle/entity right CA/06FF: E0 Pause for 4 * 4 (16) frames CA/0701: 17 Do vehicle/entity graphical action $17 CA/0702: FF End queue CA/0703: 48 Display dialogue message $0BAF, continue executing commands (Show text only) KEFKA: Then I'll destroy those too. Why do people rebuild things they know are going to be destroyed? Why do people cling to life when they know they can't live forever? Think how meaningless each of your lives is! CA/0706: 93 Pause for 45 units CA/0707: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0709: B0 Execute the following commands until $B1 31 times CA/070B: 51 Modify background color range from [50, 5F]: Do (Black) at intensity 3 CA/070F: B4 Pause for 1 units CA/0711: B1 End block of repeating commands CA/0712: 51 Modify background color range from [5E, 5E]: Add (Black) at intensity 3 CA/0716: B0 Execute the following commands until $B1 2 times CA/0718: 51 Modify background color range from [5D, 5D]: Add (Black) at intensity 3 CA/071C: B1 End block of repeating commands CA/071D: B0 Execute the following commands until $B1 3 times CA/071F: 51 Modify background color range from [5C, 5C]: Add (Black) at intensity 3 CA/0723: B1 End block of repeating commands CA/0724: B0 Execute the following commands until $B1 4 times CA/0726: 51 Modify background color range from [5B, 5B]: Add (Black) at intensity 3 CA/072A: B1 End block of repeating commands CA/072B: B0 Execute the following commands until $B1 5 times CA/072D: 51 Modify background color range from [5A, 5A]: Add (Black) at intensity 3 CA/0731: B1 End block of repeating commands CA/0732: B0 Execute the following commands until $B1 6 times CA/0734: 51 Modify background color range from [59, 59]: Add (Black) at intensity 3 CA/0738: B1 End block of repeating commands CA/0739: B0 Execute the following commands until $B1 7 times CA/073B: 51 Modify background color range from [58, 58]: Add (Black) at intensity 3 CA/073F: B1 End block of repeating commands CA/0740: B0 Execute the following commands until $B1 8 times CA/0742: 51 Modify background color range from [57, 57]: Add (Black) at intensity 3 CA/0746: B1 End block of repeating commands CA/0747: B0 Execute the following commands until $B1 9 times CA/0749: 51 Modify background color range from [56, 56]: Add (Black) at intensity 3 CA/074D: B1 End block of repeating commands CA/074E: B0 Execute the following commands until $B1 10 times CA/0750: 51 Modify background color range from [55, 55]: Add (Black) at intensity 3 CA/0754: B1 End block of repeating commands CA/0755: B0 Execute the following commands until $B1 11 times CA/0757: 51 Modify background color range from [54, 54]: Add (Black) at intensity 3 CA/075B: B1 End block of repeating commands CA/075C: B0 Execute the following commands until $B1 12 times CA/075E: 51 Modify background color range from [53, 53]: Add (Black) at intensity 3 CA/0762: B1 End block of repeating commands CA/0763: B0 Execute the following commands until $B1 13 times CA/0765: 51 Modify background color range from [52, 52]: Add (Black) at intensity 3 CA/0769: B1 End block of repeating commands CA/076A: B0 Execute the following commands until $B1 14 times CA/076C: 51 Modify background color range from [51, 51]: Add (Black) at intensity 3 CA/0770: B1 End block of repeating commands CA/0771: B0 Execute the following commands until $B1 15 times CA/0773: 51 Modify background color range from [5F, 5F]: Add (Black) at intensity 3 CA/0777: B1 End block of repeating commands CA/0778: 49 If dialogue window is up, wait for keypress then dismiss CA/0779: 56 Increase color component(s) 162 (Magenta [Red + Blue]), at intensity 2 CA/077B: 91 Pause for 15 units CA/077C: B0 Execute the following commands until $B1 31 times CA/077E: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/0782: B4 Pause for 2 units CA/0784: B1 End block of repeating commands CA/0785: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/0787: E0 Pause for 4 * 8 (32) frames CA/0789: CD Turn vehicle/entity right CA/078A: FF End queue CA/078B: E3 Load CaseWord with available characters? CA/078C: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3A0A; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3A18; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3A26; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3A34; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3A42; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA3A50; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3A5E; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3A6C; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CA3A7A; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3A88; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CA3A96; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CA3AA4; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CA3AB2; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA3AC0 CA/07B8: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/07BA: 50 Do vehicle/entity graphical action $10, flipped horizontally CA/07BB: FF End queue CA/07BC: 94 Pause for 60 units CA/07BD: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/07BF: 1B Do vehicle/entity graphical action $1B CA/07C0: E0 Pause for 4 * 1 (4) frames CA/07C2: CF Turn vehicle/entity left CA/07C3: FF End queue CA/07C4: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3ACE; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3AE8; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3B02; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3B1C; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3B36; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA3B50; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3B6A; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3B84; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CA3B9E; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3BB8; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CA3BD2; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CA3BEC; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CA3C06; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA3C20 CA/07F0: 56 Increase color component(s) 2 (Black), at intensity 2 CA/07F2: B0 Execute the following commands until $B1 4 times CA/07F4: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/07F6: 15 Do vehicle/entity graphical action $15 CA/07F7: FF End queue CA/07F8: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/07FA: CF Turn vehicle/entity left CA/07FB: FF End queue CA/07FC: B1 End block of repeating commands CA/07FD: 4B Display dialogue message $0BB2, wait for button press (Show text only) KEFKA: And have you found your “joy”, in this nearly dead world of ours? CA/0800: 94 Pause for 60 units CA/0801: 56 Increase color component(s) 66 (Green), at intensity 2 CA/0803: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3C3A; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3C4E; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3C62; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3C76; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3C8A; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA3C9E; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3CB2; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3CC6; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CA3CDA; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3CEE; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CA3D02; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CA3D16; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CA3D2A; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA3D3E CA/082F: 46 Make party 2 the current party CA/0831: 45 Refresh objects CA/0832: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/0834: D5 Set vehicle/entity's position to (18, 22) CA/0837: CC Turn vehicle/entity up CA/0838: FF End queue CA/0839: 46 Make party 3 the current party CA/083B: 45 Refresh objects CA/083C: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/083E: D5 Set vehicle/entity's position to (12, 22) CA/0841: CC Turn vehicle/entity up CA/0842: FF End queue CA/0843: 46 Make party 1 the current party CA/0845: 45 Refresh objects CA/0846: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/0848: D5 Set vehicle/entity's position to (15, 21) CA/084B: CC Turn vehicle/entity up CA/084C: FF End queue CA/084D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/084F: CE Turn vehicle/entity down CA/0850: FF End queue CA/0851: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/0853: C1 Set vehicle/entity's event speed to slow CA/0854: 9E Move vehicle/entity down 8 tiles CA/0855: 82 Move vehicle/entity down 1 tile CA/0856: FF End queue CA/0857: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA3D52 CA/085C: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3D56 CA/0861: BE If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA3D5A CA/0866: BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3D5E CA/086B: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3D62 CA/0870: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3D66 CA/0875: BE If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3D6A CA/087A: BE If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA3D6E CA/087F: BE If character $08 (RELM ) is in the current CaseWord, call subroutine $CA3D72 CA/0884: BE If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3D76 CA/0889: BE If character $0A (MOG ) is in the current CaseWord, call subroutine $CA3D7A CA/088E: BE If character $0B (GAU ) is in the current CaseWord, call subroutine $CA3D7E CA/0893: 56 Increase color component(s) 26 (Black), at intensity 10 CA/0895: B0 Execute the following commands until $B1 31 times CA/0897: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/089B: B1 End block of repeating commands CA/089C: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 128 CA/08A0: 10 Begin action queue for character $10 (NPC $10), 17 bytes long (Wait until complete) CA/08A2: 20 Do vehicle/entity graphical action $20 CA/08A3: E0 Pause for 4 * 6 (24) frames CA/08A5: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/08A6: E0 Pause for 4 * 6 (24) frames CA/08A8: 21 Do vehicle/entity graphical action $21 CA/08A9: E0 Pause for 4 * 12 (48) frames CA/08AB: CF Turn vehicle/entity left CA/08AC: E0 Pause for 4 * 1 (4) frames CA/08AE: 20 Do vehicle/entity graphical action $20 CA/08AF: E0 Pause for 4 * 1 (4) frames CA/08B1: 09 Do vehicle/entity graphical action $09 (kneeling) CA/08B2: FF End queue CA/08B3: 94 Pause for 60 units CA/08B4: F0 Play song 22 (Kefka), (high bit clear), full volume CA/08B6: 92 Pause for 30 units CA/08B7: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/08B9: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/08BA: E0 Pause for 4 * 1 (4) frames CA/08BC: 18 Do vehicle/entity graphical action $18 CA/08BD: FF End queue CA/08BE: 4B Display dialogue message $0BC0, wait for button press (Show text only) (At bottom of screen) KEFKA: This is sickening… You sound like chapters from a self-help booklet! Prepare yourselves! CA/08C1: B0 Execute the following commands until $B1 31 times CA/08C3: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/08C7: B1 End block of repeating commands CA/08C8: 92 Pause for 30 units CA/08C9: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/08CB: 0B Do vehicle/entity graphical action $0B CA/08CC: E0 Pause for 4 * 3 (12) frames CA/08CE: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/08CF: FF End queue CA/08D0: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/08D4: 56 Increase color component(s) 43 (Red), at intensity 11 CA/08D6: 5F Scroll Layer 3, speed 0 x 48 CA/08D9: 93 Pause for 45 units CA/08DA: 4B Display dialogue message $0BC1, wait for button press (Show text only) (At bottom of screen) KEFKA: Now, for my next trick, I will make you all…disappear! CA/08DD: 4B Display dialogue message $0BC2, wait for button press (Show text only) (At bottom of screen) Kefka, you don't know what you're doing! Stop! CA/08E0: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/08E4: F4 Play sound effect 196 CA/08E6: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/08E8: C3 Set vehicle/entity's event speed to fast CA/08E9: 98 Move vehicle/entity up 7 tiles CA/08EA: C2 Set vehicle/entity's event speed to normal CA/08EB: 84 Move vehicle/entity up 2 tiles CA/08EC: C1 Set vehicle/entity's event speed to slow CA/08ED: 80 Move vehicle/entity up 1 tile CA/08EE: FF End queue CA/08EF: 92 Pause for 30 units CA/08F0: 11 Begin action queue for character $11 (NPC $11), 17 bytes long CA/08F2: D5 Set vehicle/entity's position to (14, 10) CA/08F5: C4 Set vehicle/entity's event speed to faster CA/08F6: A0 Move vehicle/entity right/up 1x1 tiles CA/08F7: A0 Move vehicle/entity right/up 1x1 tiles CA/08F8: A4 Move vehicle/entity right/up 1x2 tiles CA/08F9: A3 Move vehicle/entity left/up 1x1 tiles CA/08FA: A3 Move vehicle/entity left/up 1x1 tiles CA/08FB: C3 Set vehicle/entity's event speed to fast CA/08FC: A3 Move vehicle/entity left/up 1x1 tiles CA/08FD: A1 Move vehicle/entity right/down 1x1 tiles CA/08FE: A1 Move vehicle/entity right/down 1x1 tiles CA/08FF: A3 Move vehicle/entity left/up 1x1 tiles CA/0900: FC Branch 4 bytes backwards ($CA08FC) CA/0902: FF End queue CA/0903: 12 Begin action queue for character $12 (NPC $12), 17 bytes long CA/0905: D5 Set vehicle/entity's position to (16, 10) CA/0908: C4 Set vehicle/entity's event speed to faster CA/0909: A3 Move vehicle/entity left/up 1x1 tiles CA/090A: A3 Move vehicle/entity left/up 1x1 tiles CA/090B: AB Move vehicle/entity left/up 1x2 tiles CA/090C: A0 Move vehicle/entity right/up 1x1 tiles CA/090D: A0 Move vehicle/entity right/up 1x1 tiles CA/090E: C3 Set vehicle/entity's event speed to fast CA/090F: A0 Move vehicle/entity right/up 1x1 tiles CA/0910: A2 Move vehicle/entity left/down 1x1 tiles CA/0911: A2 Move vehicle/entity left/down 1x1 tiles CA/0912: A0 Move vehicle/entity right/up 1x1 tiles CA/0913: FC Branch 4 bytes backwards ($CA090F) CA/0915: FF End queue CA/0916: 13 Begin action queue for character $13 (NPC $13), 17 bytes long CA/0918: D5 Set vehicle/entity's position to (13, 11) CA/091B: C4 Set vehicle/entity's event speed to faster CA/091C: A5 Move vehicle/entity right/up 2x1 tiles CA/091D: A5 Move vehicle/entity right/up 2x1 tiles CA/091E: A4 Move vehicle/entity right/up 1x2 tiles CA/091F: AA Move vehicle/entity left/up 2x1 tiles CA/0920: AB Move vehicle/entity left/up 1x2 tiles CA/0921: C3 Set vehicle/entity's event speed to fast CA/0922: A5 Move vehicle/entity right/up 2x1 tiles CA/0923: A9 Move vehicle/entity left/down 2x1 tiles CA/0924: A9 Move vehicle/entity left/down 2x1 tiles CA/0925: A5 Move vehicle/entity right/up 2x1 tiles CA/0926: FC Branch 4 bytes backwards ($CA0922) CA/0928: FF End queue CA/0929: 14 Begin action queue for character $14 (NPC $14), 17 bytes long CA/092B: D5 Set vehicle/entity's position to (17, 11) CA/092E: C4 Set vehicle/entity's event speed to faster CA/092F: AA Move vehicle/entity left/up 2x1 tiles CA/0930: AA Move vehicle/entity left/up 2x1 tiles CA/0931: AB Move vehicle/entity left/up 1x2 tiles CA/0932: A5 Move vehicle/entity right/up 2x1 tiles CA/0933: A4 Move vehicle/entity right/up 1x2 tiles CA/0934: C3 Set vehicle/entity's event speed to fast CA/0935: AA Move vehicle/entity left/up 2x1 tiles CA/0936: A6 Move vehicle/entity right/down 2x1 tiles CA/0937: A6 Move vehicle/entity right/down 2x1 tiles CA/0938: AA Move vehicle/entity left/up 2x1 tiles CA/0939: FC Branch 4 bytes backwards ($CA0935) CA/093B: FF End queue CA/093C: 94 Pause for 60 units CA/093D: 56 Increase color component(s) 18 (Black), at intensity 2 CA/093F: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/0943: 60 Change background layer $05 to palette $17 CA/0946: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0948: B3 Call subroutine $CA37D4, 3 times CA/094D: D6 Set event bit $1E80($39A) [$1EF3, bit 2] CA/094F: A6 Delete any rotating pyramids CA/0950: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/0952: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (26, 55), facing up, party is in the airship CA/0958: F5 Show part of world getting zapped CA/0959: D2 Load map $0165 (Kefka's Tower, Kefka's lair, black background), position (15, 17), mode $40 CA/095F: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0961: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/0965: 79 Place party 1 on map $0165 (Kefka's Tower, Kefka's lair, black background) CA/0969: 79 Place party 2 on map $0165 (Kefka's Tower, Kefka's lair, black background) CA/096D: 79 Place party 3 on map $0165 (Kefka's Tower, Kefka's lair, black background) CA/0971: B2 Call subroutine $CA3D82 CA/0975: B2 Call subroutine $CAF290 CA/0979: 96 Restore screen from fade CA/097A: F4 Play sound effect 6 CA/097C: B5 Pause for 15 * 6 (90) units CA/097E: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0980: B5 Pause for 15 * 4 (60) units CA/0982: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0984: 4B Display dialogue message $0BC3, wait for button press (Show text only) (At bottom of screen) KEFKA: I command the greatest power in the universe! You are all helpless before me! CA/0987: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/0989: C3 Set vehicle/entity's event speed to fast CA/098A: 98 Move vehicle/entity up 7 tiles CA/098B: C2 Set vehicle/entity's event speed to normal CA/098C: 84 Move vehicle/entity up 2 tiles CA/098D: FF End queue CA/098E: B3 Call subroutine $CAD033, 2 times CA/0993: 74 Replace current map's Layer 2 at (13, 4) with the following (4 x 2) chunk CA/0998: $00, $00, $00, $00 CA/099C: $00, $06, $69, $62 CA/09A0: 74 Replace current map's Layer 2 at (17, 2) with the following (8 x 3) chunk CA/09A5: $00, $00, $00, $00, $00, $00, $00, $00 CA/09AD: $00, $00, $00, $00, $F9, $00, $00, $F9 CA/09B5: $00, $00, $3B, $00, $00, $9F, $69, $33 CA/09BD: 74 Replace current map's Layer 2 at (13, 68) with the following (5 x 2) chunk CA/09C2: $0E, $0F, $1E, $1F, $2E CA/09C7: $3F, $FD, $97, $CB, $A7 CA/09CC: 74 Replace current map's Layer 2 at (16, 66) with the following (8 x 4) chunk CA/09D1: $00, $0E, $0F, $00, $00, $1E, $1F, $00 CA/09D9: $00, $5D, $2F, $00, $00, $FD, $2F, $00 CA/09E1: $0E, $A6, $3D, $5E, $1E, $B6, $87, $3F CA/09E9: $2E, $B3, $97, $2F, $3E, $BF, $A7, $3D CA/09F1: 75 Refresh map after alteration CA/09F2: F4 Play sound effect 6 CA/09F4: B2 Call subroutine $CA048A CA/09F8: 5E Scroll Layer 2, speed 0 x 2 CA/09FB: 92 Pause for 30 units CA/09FC: 5E Scroll Layer 2, speed 0 x 248 CA/09FF: 5D Scroll Layer 1, speed 0 x 2 CA/0A02: 5F Scroll Layer 3, speed 0 x 2 CA/0A05: 92 Pause for 30 units CA/0A06: 5E Scroll Layer 2, speed 0 x 224 CA/0A09: 94 Pause for 60 units CA/0A0A: 5D Scroll Layer 1, speed 0 x 1 CA/0A0D: 5F Scroll Layer 3, speed 0 x 1 CA/0A10: 94 Pause for 60 units CA/0A11: 5D Scroll Layer 1, speed 0 x 0 CA/0A14: 5F Scroll Layer 3, speed 0 x 0 CA/0A17: 5E Scroll Layer 2, speed 0 x 0 CA/0A1A: B4 Pause for 1 units CA/0A1C: B2 Call subroutine $CA3E3A CA/0A20: B4 Pause for 1 units CA/0A22: 5D Scroll Layer 1, speed 0 x 248 CA/0A25: 5F Scroll Layer 3, speed 0 x 248 CA/0A28: 5E Scroll Layer 2, speed 0 x 120 CA/0A2B: 92 Pause for 30 units CA/0A2C: 5D Scroll Layer 1, speed 0 x 0 CA/0A2F: 5F Scroll Layer 3, speed 0 x 0 CA/0A32: 5E Scroll Layer 2, speed 0 x 0 CA/0A35: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/0A37: 74 Replace current map's Layer 2 at (8, 65) with the following (13 x 15) chunk CA/0A3C: $00, $00, $00, $00, $00, $00, $00, $0E, $0F, $00, $00, $00, $00 CA/0A49: $00, $00, $00, $00, $00, $00, $00, $00, $00, $1E, $1F, $00, $00 CA/0A56: $00, $00, $00, $00, $00, $00, $00, $0E, $0F, $00, $00, $2E, $2F CA/0A63: $00, $00, $00, $00, $00, $00, $00, $00, $00, $1E, $1F, $00, $00 CA/0A70: $3E, $3F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $2E, $3F CA/0A7D: $00, $00, $5D, $3D, $00, $00, $00, $0E, $0F, $00, $00, $00, $42 CA/0A8A: $BF, $2F, $00, $5D, $FD, $97, $2D, $00, $00, $1E, $1F, $00, $0E CA/0A97: $0F, $1E, $97, $3D, $55, $62, $A6, $94, $2D, $00, $00, $2E, $2F CA/0AA4: $00, $1E, $1F, $2E, $A7, $9A, $CB, $A7, $B6, $A4, $3B, $00, $00 CA/0AB1: $3C, $3D, $00, $2E, $2F, $FD, $97, $AA, $BB, $84, $C7, $BF, $BF CA/0ABE: $55, $33, $96, $97, $0F, $3E, $97, $A6, $7B, $CA, $CB, $CB, $D7 CA/0ACB: $C4, $C4, $BC, $9E, $8B, $A7, $1F, $FD, $A7, $B6, $BB, $53, $D7 CA/0AD8: $DB, $E7, $D3, $C3, $C4, $94, $9B, $C5, $2F, $A6, $7E, $7F, $BF CA/0AE5: $AB, $AC, $36, $37, $38, $A2, $A3, $A4, $AB, $C4, $3D, $B6, $8E CA/0AF2: $8F, $BF, $BB, $BC, $01, $01, $01, $B2, $B3, $B4, $BB, $1B, $1A CA/0AFF: 74 Replace current map's Layer 2 at (8, 1) with the following (24 x 15) chunk CA/0B04: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B1C: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B34: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B4C: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B64: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B7C: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0B94: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0BAC: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $06, $0F, $00, $00, $00 CA/0BC4: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $16, $1F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/0BDC: $00, $96, $2F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $0E, $A6, $3F, $00, $00, $00, $00, $00, $00 CA/0BF4: $00, $00, $00, $00, $00, $00, $1E, $96, $2D, $07, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $2E, $A6, $97 CA/0C0C: $3F, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $3E, $A6, $A2, $2F, $00, $00, $00, $00, $00, $00, $00, $00 CA/0C24: $00, $00, $0E, $16, $B6, $9B, $2D, $4C, $00, $00, $00, $00, $00, $00, $00, $00, $00, $1E, $96, $C7, $AB, $9F, $5C, $00 CA/0C3C: $00, $00, $00, $00, $00, $00, $00, $00, $2E, $CB, $D7, $BB, $C4, $6C, $00, $00, $00, $00, $00, $00, $00, $00, $00, $3E CA/0C54: $DA, $DB, $D4, $C4, $4B, $00, $00, $00, $00, $00, $00, $00, $00, $00, $3E, $EA, $EB, $E4, $39, $5B, $00, $00, $00, $00 CA/0C6C: 74 Replace current map's Layer 2 at (14, 143) with the following (10 x 4) chunk CA/0C71: $00, $00, $01, $00, $00, $83, $04, $00, $00, $03 CA/0C7B: $02, $00, $00, $01, $05, $43, $00, $04, $00, $00 CA/0C85: $02, $43, $42, $43, $45, $02, $00, $41, $03, $05 CA/0C8F: $43, $04, $03, $00, $02, $00, $00, $03, $05, $43 CA/0C99: 75 Refresh map after alteration CA/0C9A: 42 Hide object $11 CA/0C9C: 42 Hide object $12 CA/0C9E: 42 Hide object $13 CA/0CA0: 42 Hide object $14 CA/0CA2: 42 Hide object $00 CA/0CA4: 42 Hide object $01 CA/0CA6: 42 Hide object $02 CA/0CA8: 42 Hide object $03 CA/0CAA: 42 Hide object $04 CA/0CAC: 42 Hide object $05 CA/0CAE: 42 Hide object $06 CA/0CB0: 42 Hide object $07 CA/0CB2: 42 Hide object $08 CA/0CB4: 42 Hide object $09 CA/0CB6: 42 Hide object $0A CA/0CB8: 42 Hide object $0B CA/0CBA: 42 Hide object $0C CA/0CBC: 42 Hide object $0D CA/0CBE: 45 Refresh objects CA/0CBF: F4 Play sound effect 6 CA/0CC1: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/0CC5: 5E Scroll Layer 2, speed 0 x 248 CA/0CC8: 5D Scroll Layer 1, speed 0 x 32 CA/0CCB: 5F Scroll Layer 3, speed 0 x 32 CA/0CCE: 94 Pause for 60 units CA/0CCF: 5E Scroll Layer 2, speed 0 x 240 CA/0CD2: 5D Scroll Layer 1, speed 0 x 16 CA/0CD5: 5F Scroll Layer 3, speed 0 x 16 CA/0CD8: B0 Execute the following commands until $B1 31 times CA/0CDA: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/0CDE: B1 End block of repeating commands CA/0CDF: 5D Scroll Layer 1, speed 0 x 2 CA/0CE2: 5F Scroll Layer 3, speed 0 x 2 CA/0CE5: 94 Pause for 60 units CA/0CE6: 5D Scroll Layer 1, speed 0 x 0 CA/0CE9: 5F Scroll Layer 3, speed 0 x 0 CA/0CEC: 92 Pause for 30 units CA/0CED: 5E Scroll Layer 2, speed 0 x 224 CA/0CF0: 5D Scroll Layer 1, speed 0 x 252 CA/0CF3: 5F Scroll Layer 3, speed 0 x 252 CA/0CF6: 94 Pause for 60 units CA/0CF7: 5E Scroll Layer 2, speed 0 x 0 CA/0CFA: 94 Pause for 60 units CA/0CFB: 5D Scroll Layer 1, speed 0 x 0 CA/0CFE: 5F Scroll Layer 3, speed 0 x 0 CA/0D01: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CA/0D03: 24 Do vehicle/entity graphical action $24 CA/0D04: E0 Pause for 4 * 1 (4) frames CA/0D06: 25 Do vehicle/entity graphical action $25 CA/0D07: E0 Pause for 4 * 1 (4) frames CA/0D09: FC Branch 6 bytes backwards ($CA0D03) CA/0D0B: FF End queue CA/0D0C: 4B Display dialogue message $0BC4, wait for button press (Show text only) KEFKA: I will destroy everything… I will create a monument to non-existence! CA/0D0F: B2 Call subroutine $CA3E3A CA/0D13: 74 Replace current map's Layer 2 at (19, 69) with the following (7 x 4) chunk CA/0D18: $00, $5D, $0F, $00, $00, $FD, $1F CA/0D1F: $00, $2C, $66, $2F, $00, $2C, $BF CA/0D26: $2F, $00, $0E, $A6, $3D, $5E, $1E CA/0D2D: $B6, $87, $3F, $2E, $B3, $97, $2F CA/0D34: 75 Refresh map after alteration CA/0D35: BE If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA38D7; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3901; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA392B; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA3955; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CA397F; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CA39A9; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CA39D3; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA39E8; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CA39BE; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CA3994; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA396A; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA3940; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3916; else If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA38EC CA/0D61: F4 Play sound effect 6 CA/0D63: 5E Scroll Layer 2, speed 0 x 32 CA/0D66: B5 Pause for 15 * 6 (90) units CA/0D68: 5E Scroll Layer 2, speed 0 x 16 CA/0D6B: 92 Pause for 30 units CA/0D6C: 5E Scroll Layer 2, speed 0 x 4 CA/0D6F: 94 Pause for 60 units CA/0D70: 5E Scroll Layer 2, speed 0 x 252 CA/0D73: 92 Pause for 30 units CA/0D74: 5E Scroll Layer 2, speed 0 x 0 CA/0D77: 74 Replace current map's Layer 2 at (19, 17) with the following (7 x 4) chunk CA/0D7C: $00, $06, $0F, $00, $00, $16, $1F CA/0D83: $00, $F8, $96, $2F, $00, $F8, $9F CA/0D8A: $2F, $00, $0E, $A6, $2D, $07, $1E CA/0D91: $B6, $87, $3F, $2E, $B3, $97, $2F CA/0D98: 75 Refresh map after alteration CA/0D99: B2 Call subroutine $CA3E3A CA/0D9D: 4B Display dialogue message $0BC5, wait for button press (Show text only) Life will go on! There will always be people, and dreams! CA/0DA0: 10 Begin action queue for character $10 (NPC $10), 9 bytes long CA/0DA2: C7 Set vehicle/entity to stay still when moving CA/0DA3: DC Make vehicle/entity jump (low) CA/0DA4: CE Turn vehicle/entity down CA/0DA5: 18 Do vehicle/entity graphical action $18 CA/0DA6: E0 Pause for 4 * 2 (8) frames CA/0DA8: FC Branch 5 bytes backwards ($CA0DA3) CA/0DAA: FF End queue CA/0DAB: 4B Display dialogue message $0BC6, wait for button press (Show text only) KEFKA: No! I will hunt them down. I will destroy it all! Destroy! Destroy! Destroy!! CA/0DAE: 74 Replace current map's Layer 2 at (10, 75) with the following (5 x 4) chunk CA/0DB3: $00, $5D, $0F, $00, $00 CA/0DB8: $FD, $1F, $00, $2C, $66 CA/0DBD: $2F, $00, $2C, $BF, $2F CA/0DC2: $00, $0E, $A6, $3D, $5E CA/0DC7: 75 Refresh map after alteration CA/0DC8: BE If character $01 (LOCKE ) is in the current CaseWord, call subroutine $CA3893; else If character $06 (CELES ) is in the current CaseWord, call subroutine $CA3871; else If character $02 (CYAN ) is in the current CaseWord, call subroutine $CA384F; else If character $07 (STRAGO) is in the current CaseWord, call subroutine $CA382D; else If character $09 (SETZER) is in the current CaseWord, call subroutine $CA380B; else If character $0B (GAU ) is in the current CaseWord, call subroutine $CA37E9; else If character $0D (UMARO ) is in the current CaseWord, call subroutine $CA38C6; else If character $0C (GOGO ) is in the current CaseWord, call subroutine $CA38B5; else If character $0A (MOG ) is in the current CaseWord, call subroutine $CA37FA; else If character $08 (RELM ) is in the current CaseWord, call subroutine $CA381C; else If character $03 (SHADOW) is in the current CaseWord, call subroutine $CA383E; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA3860; else If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA3882; else If character $00 (TERRA ) is in the current CaseWord, call subroutine $CA38A4 CA/0DF4: 91 Pause for 15 units CA/0DF5: F4 Play sound effect 6 CA/0DF7: 5E Scroll Layer 2, speed 0 x 32 CA/0DFA: 92 Pause for 30 units CA/0DFB: 5E Scroll Layer 2, speed 0 x 4 CA/0DFE: 94 Pause for 60 units CA/0DFF: 5E Scroll Layer 2, speed 0 x 254 CA/0E02: 92 Pause for 30 units CA/0E03: 5E Scroll Layer 2, speed 0 x 0 CA/0E06: 4B Display dialogue message $0BC7, wait for button press (Show text only) We will not allow you to harm another living thing. CA/0E09: 93 Pause for 45 units CA/0E0A: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/0E0C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0E0D: E0 Pause for 4 * 3 (12) frames CA/0E0F: 10 Do vehicle/entity graphical action $10 CA/0E10: FF End queue CA/0E11: 4B Display dialogue message $0BC8, wait for button press (Show text only) KEFKA: Hee, hee, hee!! But what fun is destruction if no “precious” lives are lost! CA/0E14: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/0E16: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0E17: E0 Pause for 4 * 4 (16) frames CA/0E19: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0E1A: FF End queue CA/0E1B: F4 Play sound effect 196 CA/0E1D: B0 Execute the following commands until $B1 31 times CA/0E1F: 50 Tint screen (cumulative) with color $3F CA/0E21: B4 Pause for 1 units CA/0E23: B1 End block of repeating commands CA/0E24: D6 Set event bit $1E80($39E) [$1EF3, bit 6] CA/0E26: D7 Clear event bit $1E80($3F5) [$1EFE, bit 5] CA/0E28: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (63, 104), facing up, party is in the airship CA/0E2E: F3 Show part of world getting zapped CA/0E2F: D2 Load map $0164 (Kefka's Tower, Kefka's lair, blue background), position (15, 02), mode $40 CA/0E35: B2 Call subroutine $CAC9F3 CA/0E39: 79 Place party 1 on map $0164 (Kefka's Tower, Kefka's lair, blue background) CA/0E3D: 79 Place party 2 on map $0164 (Kefka's Tower, Kefka's lair, blue background) CA/0E41: 79 Place party 3 on map $0164 (Kefka's Tower, Kefka's lair, blue background) CA/0E45: 45 Refresh objects CA/0E46: F4 Play sound effect 6 CA/0E48: B2 Call subroutine $CA3D82 CA/0E4C: 60 Change background layer $05 to palette $18 CA/0E4F: 51 Modify background color range from [10, 7F]: Subtract (Black) at intensity 0 CA/0E53: 51 Modify background color range from [05, 0F]: Subtract (Black) at intensity 0 CA/0E57: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0E59: 96 Restore screen from fade CA/0E5A: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/0E5C: C1 Set vehicle/entity's event speed to slow CA/0E5D: 9E Move vehicle/entity down 8 tiles CA/0E5E: 9A Move vehicle/entity down 7 tiles CA/0E5F: FF End queue CA/0E60: B5 Pause for 15 * 8 (120) units CA/0E62: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0E64: B0 Execute the following commands until $B1 31 times CA/0E66: 51 Modify background color range from [10, 7F]: Do (Black) at intensity 0 CA/0E6A: B4 Pause for 2 units CA/0E6C: B1 End block of repeating commands CA/0E6D: B5 Pause for 15 * 8 (120) units CA/0E6F: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0E71: F4 Play sound effect 212 CA/0E73: A7 Create a rotating pyramid around character $10 (NPC $10) CA/0E75: 56 Increase color component(s) 130 (Blue), at intensity 2 CA/0E77: B0 Execute the following commands until $B1 31 times CA/0E79: 51 Modify background color range from [05, 0F]: Do (Black) at intensity 0 CA/0E7D: B4 Pause for 2 units CA/0E7F: B1 End block of repeating commands CA/0E80: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0E82: 4B Display dialogue message $0BC9, wait for button press (Show text only) (At bottom of screen) It's over, Kefka! CA/0E85: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/0E89: C0 If ($1E80($2F0) [$1EDE, bit 0] is set), branch to $CA0F4B CA/0E8F: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/0E91: B2 Call subroutine $CAC97C CA/0E95: 97 Fade screen to black CA/0E96: 5C Pause execution until fade in or fade out is complete CA/0E97: A6 Delete any rotating pyramids CA/0E98: 54 End effects of commands for modifed color components and screen flashes CA/0E99: 6B Load map $00B7 (Mobliz, children's cave (ending)) instantly, (upper bits $0400), place party at (50, 46), facing up CA/0E9F: 73 Replace current map's Layer 1 at (50, 51) with the following (2 x 1) chunk, refresh immediately CA/0EA4: $04, $14 CA/0EA6: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/0EA8: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/0EAA: 42 Hide object $31 CA/0EAC: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0EAE: 20 Do vehicle/entity graphical action $20 CA/0EAF: FF End queue CA/0EB0: 96 Restore screen from fade CA/0EB1: 95 Pause for 120 units CA/0EB2: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0EB4: CE Turn vehicle/entity down CA/0EB5: FF End queue CA/0EB6: 93 Pause for 45 units CA/0EB7: B0 Execute the following commands until $B1 3 times CA/0EB9: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0EBB: 13 Do vehicle/entity graphical action $13 CA/0EBC: FF End queue CA/0EBD: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0EBF: CE Turn vehicle/entity down CA/0EC0: FF End queue CA/0EC1: B1 End block of repeating commands CA/0EC2: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/0EC4: 9E Move vehicle/entity down 8 tiles CA/0EC5: 86 Move vehicle/entity down 2 tiles CA/0EC6: 85 Move vehicle/entity right 2 tiles CA/0EC7: 92 Move vehicle/entity down 5 tiles CA/0EC8: FF End queue CA/0EC9: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/0ECB: C3 Set vehicle/entity's event speed to fast CA/0ECC: 9E Move vehicle/entity down 8 tiles CA/0ECD: FF End queue CA/0ECE: 94 Pause for 60 units CA/0ECF: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/0ED1: 85 Move vehicle/entity right 2 tiles CA/0ED2: 82 Move vehicle/entity down 1 tile CA/0ED3: FF End queue CA/0ED4: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/0ED6: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0ED8: 4B Display dialogue message $0BD3, wait for button press TERRA!!!! CA/0EDB: 6A Load map $00B8 (Mobliz, outdoors (ending)) after fade out, (upper bits $0400), place party at (11, 18), facing up CA/0EE1: 73 Replace current map's Layer 1 at (16, 15) with the following (2 x 1) chunk, refresh immediately CA/0EE6: $04, $14 CA/0EE8: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/0EEA: 60 Change background layer $0E to palette $08 CA/0EED: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/0EEF: C1 Set vehicle/entity's event speed to slow CA/0EF0: 92 Move vehicle/entity down 5 tiles CA/0EF1: FF End queue CA/0EF2: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CA/0EF4: 8E Move vehicle/entity down 4 tiles CA/0EF5: A2 Move vehicle/entity left/down 1x1 tiles CA/0EF6: A2 Move vehicle/entity left/down 1x1 tiles CA/0EF7: 8B Move vehicle/entity left 3 tiles CA/0EF8: 86 Move vehicle/entity down 2 tiles CA/0EF9: FF End queue CA/0EFA: 4B Display dialogue message $0BD4, wait for button press TERRA: Everyone's calling me. CA/0EFD: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0EFF: 92 Pause for 30 units CA/0F00: 3D Create object $11 CA/0F02: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0F04: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0F05: FF End queue CA/0F06: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/0F08: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0F09: FF End queue CA/0F0A: B0 Execute the following commands until $B1 31 times CA/0F0C: 52 Tint characters (cumulative) with color $2F CA/0F0E: B1 End block of repeating commands CA/0F0F: 41 Show object $11 CA/0F11: 3E Delete object $10 CA/0F13: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/0F15: B0 Execute the following commands until $B1 31 times CA/0F17: 52 Tint characters (cumulative) with color $6F CA/0F19: B1 End block of repeating commands CA/0F1A: 94 Pause for 60 units CA/0F1B: F4 Play sound effect 24 CA/0F1D: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/0F1F: C4 Set vehicle/entity's event speed to faster CA/0F20: 9C Move vehicle/entity up 8 tiles CA/0F21: 9C Move vehicle/entity up 8 tiles CA/0F22: FF End queue CA/0F23: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CA/0F25: C7 Set vehicle/entity to stay still when moving CA/0F26: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0F27: C8 Set object layering priority to 2 (low nibble 2) CA/0F29: C4 Set vehicle/entity's event speed to faster CA/0F2A: 9C Move vehicle/entity up 8 tiles CA/0F2B: 9C Move vehicle/entity up 8 tiles CA/0F2C: 98 Move vehicle/entity up 7 tiles CA/0F2D: FF End queue CA/0F2E: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0F30: 6A Load map $0164 (Kefka's Tower, Kefka's lair, blue background) after fade out, (upper bits $0400), place party at (15, 15), facing up CA/0F36: B2 Call subroutine $CAC90B CA/0F3A: B2 Call subroutine $CAC9F3 CA/0F3E: B2 Call subroutine $CA3D82 CA/0F42: A7 Create a rotating pyramid around character $10 (NPC $10) CA/0F44: 56 Increase color component(s) 195 (Cyan [Green + Blue]), at intensity 3 CA/0F46: 96 Restore screen from fade CA/0F47: 95 Pause for 120 units CA/0F48: 4B Display dialogue message $0BCA, wait for button press (Show text only) (At bottom of screen) KEFKA: Oh! But it hasn't yet begun! And I'm giving you a front-row seat! CA/0F4B: 9D Invoke party fighting order screen (from final battle) CA/0F4C: F0 Play song 0 (Silence), (high bit clear), full volume CA/0F4E: 96 Restore screen from fade CA/0F4F: A7 Create a rotating pyramid around character $10 (NPC $10) CA/0F51: 56 Increase color component(s) 195 (Cyan [Green + Blue]), at intensity 3 CA/0F53: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0F55: 09 Do vehicle/entity graphical action $09 (kneeling) CA/0F56: FF End queue CA/0F57: 94 Pause for 60 units CA/0F58: F4 Play sound effect 196 CA/0F5A: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/0F5C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/0F5D: FF End queue CA/0F5E: 38 Hold screen CA/0F5F: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/0F61: C4 Set vehicle/entity's event speed to faster CA/0F62: 94 Move vehicle/entity up 6 tiles CA/0F63: FF End queue CA/0F64: B3 Call subroutine $CA37D4, 4 times CA/0F69: 35 Pause execution until action queue for object $30 (Camera) is complete CA/0F6B: A6 Delete any rotating pyramids CA/0F6C: 54 End effects of commands for modifed color components and screen flashes CA/0F6D: 4D Invoke battle, enemy set $65, background $33 (Statue 1), (mosaic effect enabled), (swoosh sound enabled) CA/0F70: B2 Call subroutine $CA5EA9 CA/0F74: 3E Delete object $10 CA/0F76: F0 Play song 0 (Silence), (high bit clear), full volume CA/0F78: 60 Change background layer $0E to palette $08 CA/0F7B: 60 Change background layer $0F to palette $1A CA/0F7E: F4 Play sound effect 165 CA/0F80: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0 CA/0F84: F6 Subcommand $82: Change volume of currently playing sound effect to $90, transition time 96 CA/0F88: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/0F8A: E3 Load CaseWord with available characters? CA/0F8B: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA0F9B CA/0F91: 41 Show object $00 CA/0F93: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CA/0F95: D5 Set vehicle/entity's position to (15, 20) CA/0F98: CE Turn vehicle/entity down CA/0F99: C6 Set vehicle/entity to walk when moving CA/0F9A: FF End queue CA/0F9B: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CA0FAB CA/0FA1: 41 Show object $01 CA/0FA3: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long (Wait until complete) CA/0FA5: D5 Set vehicle/entity's position to (13, 21) CA/0FA8: CD Turn vehicle/entity right CA/0FA9: C6 Set vehicle/entity to walk when moving CA/0FAA: FF End queue CA/0FAB: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA0FBB CA/0FB1: 41 Show object $02 CA/0FB3: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long (Wait until complete) CA/0FB5: D5 Set vehicle/entity's position to (17, 21) CA/0FB8: CF Turn vehicle/entity left CA/0FB9: C6 Set vehicle/entity to walk when moving CA/0FBA: FF End queue CA/0FBB: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA0FCB CA/0FC1: 41 Show object $03 CA/0FC3: 03 Begin action queue for character $03 (Actor in stot 3), 6 bytes long (Wait until complete) CA/0FC5: D5 Set vehicle/entity's position to (14, 20) CA/0FC8: CD Turn vehicle/entity right CA/0FC9: C6 Set vehicle/entity to walk when moving CA/0FCA: FF End queue CA/0FCB: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA0FDB CA/0FD1: 41 Show object $04 CA/0FD3: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/0FD5: D5 Set vehicle/entity's position to (16, 20) CA/0FD8: 0A Do vehicle/entity graphical action $0A CA/0FD9: C6 Set vehicle/entity to walk when moving CA/0FDA: FF End queue CA/0FDB: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA0FEB CA/0FE1: 41 Show object $05 CA/0FE3: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CA/0FE5: D5 Set vehicle/entity's position to (13, 23) CA/0FE8: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/0FE9: C6 Set vehicle/entity to walk when moving CA/0FEA: FF End queue CA/0FEB: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CA0FFB CA/0FF1: 41 Show object $06 CA/0FF3: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CA/0FF5: D5 Set vehicle/entity's position to (17, 23) CA/0FF8: CF Turn vehicle/entity left CA/0FF9: C6 Set vehicle/entity to walk when moving CA/0FFA: FF End queue CA/0FFB: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CA100B CA/1001: 41 Show object $07 CA/1003: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete) CA/1005: D5 Set vehicle/entity's position to (12, 20) CA/1008: CD Turn vehicle/entity right CA/1009: C6 Set vehicle/entity to walk when moving CA/100A: FF End queue CA/100B: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA101B CA/1011: 41 Show object $08 CA/1013: 08 Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete) CA/1015: D5 Set vehicle/entity's position to (18, 20) CA/1018: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1019: C6 Set vehicle/entity to walk when moving CA/101A: FF End queue CA/101B: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CA102B CA/1021: 41 Show object $09 CA/1023: 09 Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete) CA/1025: D5 Set vehicle/entity's position to (12, 24) CA/1028: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/1029: C6 Set vehicle/entity to walk when moving CA/102A: FF End queue CA/102B: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CA103B CA/1031: 41 Show object $0A CA/1033: 0A Begin action queue for character $0A (Actor in stot 10), 6 bytes long (Wait until complete) CA/1035: D5 Set vehicle/entity's position to (18, 24) CA/1038: CF Turn vehicle/entity left CA/1039: C6 Set vehicle/entity to walk when moving CA/103A: FF End queue CA/103B: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA104B CA/1041: 41 Show object $0B CA/1043: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CA/1045: D5 Set vehicle/entity's position to (19, 22) CA/1048: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1049: C6 Set vehicle/entity to walk when moving CA/104A: FF End queue CA/104B: C0 If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA105B CA/1051: 41 Show object $0C CA/1053: 0C Begin action queue for character $0C (Actor in stot 12), 6 bytes long (Wait until complete) CA/1055: D5 Set vehicle/entity's position to (11, 22) CA/1058: CD Turn vehicle/entity right CA/1059: C6 Set vehicle/entity to walk when moving CA/105A: FF End queue CA/105B: C0 If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CA106B CA/1061: 41 Show object $0D CA/1063: 0D Begin action queue for character $0D (Actor in stot 13), 6 bytes long (Wait until complete) CA/1065: D5 Set vehicle/entity's position to (10, 20) CA/1068: CF Turn vehicle/entity left CA/1069: C6 Set vehicle/entity to walk when moving CA/106A: FF End queue CA/106B: 96 Restore screen from fade CA/106C: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/106E: C2 Set vehicle/entity's event speed to normal CA/106F: 9E Move vehicle/entity down 8 tiles CA/1070: 82 Move vehicle/entity down 1 tile CA/1071: FF End queue CA/1072: 4B Display dialogue message $0BCB, wait for button press It's breaking up! CA/1075: B2 Call subroutine $CAC819 CA/1079: C1 If ($1E80($1A0) [$1EB4, bit 0] is set) or ($1E80($2F0) [$1EDE, bit 0] is clear), branch to $CA1090 CA/1081: 3D Create object $00 CA/1083: 41 Show object $00 CA/1085: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/1087: D5 Set vehicle/entity's position to (15, 27) CA/108A: C3 Set vehicle/entity's event speed to fast CA/108B: 94 Move vehicle/entity up 6 tiles CA/108C: CE Turn vehicle/entity down CA/108D: FF End queue CA/108E: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/1090: C1 If ($1E80($1A1) [$1EB4, bit 1] is set) or ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA10A9 CA/1098: 3D Create object $01 CA/109A: 41 Show object $01 CA/109C: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long CA/109E: D5 Set vehicle/entity's position to (15, 27) CA/10A1: C3 Set vehicle/entity's event speed to fast CA/10A2: 8C Move vehicle/entity up 4 tiles CA/10A3: A3 Move vehicle/entity left/up 1x1 tiles CA/10A4: A3 Move vehicle/entity left/up 1x1 tiles CA/10A5: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/10A6: FF End queue CA/10A7: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/10A9: C1 If ($1E80($1A2) [$1EB4, bit 2] is set) or ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA10C2 CA/10B1: 3D Create object $02 CA/10B3: 41 Show object $02 CA/10B5: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long CA/10B7: D5 Set vehicle/entity's position to (15, 27) CA/10BA: C3 Set vehicle/entity's event speed to fast CA/10BB: 8C Move vehicle/entity up 4 tiles CA/10BC: A0 Move vehicle/entity right/up 1x1 tiles CA/10BD: A0 Move vehicle/entity right/up 1x1 tiles CA/10BE: CF Turn vehicle/entity left CA/10BF: FF End queue CA/10C0: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/10C2: C1 If ($1E80($1A3) [$1EB4, bit 3] is set) or ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CA10DA CA/10CA: 3D Create object $03 CA/10CC: 41 Show object $03 CA/10CE: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long CA/10D0: D5 Set vehicle/entity's position to (15, 27) CA/10D3: C3 Set vehicle/entity's event speed to fast CA/10D4: 94 Move vehicle/entity up 6 tiles CA/10D5: A3 Move vehicle/entity left/up 1x1 tiles CA/10D6: CD Turn vehicle/entity right CA/10D7: FF End queue CA/10D8: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/10DA: C1 If ($1E80($1A4) [$1EB4, bit 4] is set) or ($1E80($2F4) [$1EDE, bit 4] is clear), branch to $CA10F2 CA/10E2: 3D Create object $04 CA/10E4: 41 Show object $04 CA/10E6: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long CA/10E8: D5 Set vehicle/entity's position to (15, 27) CA/10EB: C3 Set vehicle/entity's event speed to fast CA/10EC: 94 Move vehicle/entity up 6 tiles CA/10ED: A0 Move vehicle/entity right/up 1x1 tiles CA/10EE: 0A Do vehicle/entity graphical action $0A CA/10EF: FF End queue CA/10F0: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/10F2: C1 If ($1E80($1A5) [$1EB4, bit 5] is set) or ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA110A CA/10FA: 3D Create object $05 CA/10FC: 41 Show object $05 CA/10FE: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CA/1100: D5 Set vehicle/entity's position to (15, 27) CA/1103: C3 Set vehicle/entity's event speed to fast CA/1104: 88 Move vehicle/entity up 3 tiles CA/1105: AA Move vehicle/entity left/up 2x1 tiles CA/1106: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/1107: FF End queue CA/1108: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/110A: C1 If ($1E80($1A6) [$1EB4, bit 6] is set) or ($1E80($2F6) [$1EDE, bit 6] is clear), branch to $CA1122 CA/1112: 3D Create object $06 CA/1114: 41 Show object $06 CA/1116: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long CA/1118: D5 Set vehicle/entity's position to (15, 27) CA/111B: C3 Set vehicle/entity's event speed to fast CA/111C: 88 Move vehicle/entity up 3 tiles CA/111D: A5 Move vehicle/entity right/up 2x1 tiles CA/111E: CF Turn vehicle/entity left CA/111F: FF End queue CA/1120: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/1122: C1 If ($1E80($1A7) [$1EB4, bit 7] is set) or ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA113A CA/112A: 3D Create object $07 CA/112C: 41 Show object $07 CA/112E: 07 Begin action queue for character $07 (Actor in stot 7), 8 bytes long CA/1130: D5 Set vehicle/entity's position to (15, 27) CA/1133: C3 Set vehicle/entity's event speed to fast CA/1134: 98 Move vehicle/entity up 7 tiles CA/1135: 8B Move vehicle/entity left 3 tiles CA/1136: CD Turn vehicle/entity right CA/1137: FF End queue CA/1138: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/113A: C1 If ($1E80($1A8) [$1EB5, bit 0] is set) or ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA1152 CA/1142: 3D Create object $08 CA/1144: 41 Show object $08 CA/1146: 08 Begin action queue for character $08 (Actor in stot 8), 8 bytes long CA/1148: D5 Set vehicle/entity's position to (15, 27) CA/114B: C3 Set vehicle/entity's event speed to fast CA/114C: 98 Move vehicle/entity up 7 tiles CA/114D: 89 Move vehicle/entity right 3 tiles CA/114E: 09 Do vehicle/entity graphical action $09 (kneeling) CA/114F: FF End queue CA/1150: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/1152: C1 If ($1E80($1A9) [$1EB5, bit 1] is set) or ($1E80($2F9) [$1EDF, bit 1] is clear), branch to $CA116A CA/115A: 3D Create object $09 CA/115C: 41 Show object $09 CA/115E: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long CA/1160: D5 Set vehicle/entity's position to (15, 27) CA/1163: C3 Set vehicle/entity's event speed to fast CA/1164: 88 Move vehicle/entity up 3 tiles CA/1165: 8B Move vehicle/entity left 3 tiles CA/1166: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/1167: FF End queue CA/1168: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/116A: C1 If ($1E80($1AA) [$1EB5, bit 2] is set) or ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA1182 CA/1172: 3D Create object $0A CA/1174: 41 Show object $0A CA/1176: 0A Begin action queue for character $0A (Actor in stot 10), 8 bytes long CA/1178: D5 Set vehicle/entity's position to (15, 27) CA/117B: C3 Set vehicle/entity's event speed to fast CA/117C: 88 Move vehicle/entity up 3 tiles CA/117D: 89 Move vehicle/entity right 3 tiles CA/117E: 0A Do vehicle/entity graphical action $0A CA/117F: FF End queue CA/1180: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/1182: C1 If ($1E80($1AB) [$1EB5, bit 3] is set) or ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA119A CA/118A: 3D Create object $0B CA/118C: 41 Show object $0B CA/118E: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long CA/1190: D5 Set vehicle/entity's position to (15, 27) CA/1193: C3 Set vehicle/entity's event speed to fast CA/1194: 90 Move vehicle/entity up 5 tiles CA/1195: 8D Move vehicle/entity right 4 tiles CA/1196: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1197: FF End queue CA/1198: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/119A: C1 If ($1E80($1AC) [$1EB5, bit 4] is set) or ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA11B2 CA/11A2: 3D Create object $0C CA/11A4: 41 Show object $0C CA/11A6: 0C Begin action queue for character $0C (Actor in stot 12), 8 bytes long CA/11A8: D5 Set vehicle/entity's position to (15, 27) CA/11AB: C3 Set vehicle/entity's event speed to fast CA/11AC: 90 Move vehicle/entity up 5 tiles CA/11AD: 8F Move vehicle/entity left 4 tiles CA/11AE: CD Turn vehicle/entity right CA/11AF: FF End queue CA/11B0: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/11B2: C1 If ($1E80($1AD) [$1EB5, bit 5] is set) or ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA11CB CA/11BA: 3D Create object $0D CA/11BC: 41 Show object $0D CA/11BE: 0D Begin action queue for character $0D (Actor in stot 13), 9 bytes long CA/11C0: D5 Set vehicle/entity's position to (15, 27) CA/11C3: C3 Set vehicle/entity's event speed to fast CA/11C4: 90 Move vehicle/entity up 5 tiles CA/11C5: 8F Move vehicle/entity left 4 tiles CA/11C6: 80 Move vehicle/entity up 1 tile CA/11C7: CD Turn vehicle/entity right CA/11C8: FF End queue CA/11C9: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/11CB: B5 Pause for 15 * 6 (90) units CA/11CD: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA11D6 CA/11D3: 4B Display dialogue message $0BCC, wait for button press There's no time to lose! Airship's just ahead. CA/11D6: 3D Create object $11 CA/11D8: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/11DA: C0 If ($1E80($2F0) [$1EDE, bit 0] is set), branch to $CA120E CA/11E0: 93 Pause for 45 units CA/11E1: 41 Show object $11 CA/11E3: F4 Play sound effect 24 CA/11E5: 11 Begin action queue for character $11 (NPC $11), 10 bytes long (Wait until complete) CA/11E7: C7 Set vehicle/entity to stay still when moving CA/11E8: C4 Set vehicle/entity's event speed to faster CA/11E9: 0A Do vehicle/entity graphical action $0A CA/11EA: A8 Move vehicle/entity left/down 1x2 tiles CA/11EB: A8 Move vehicle/entity left/down 1x2 tiles CA/11EC: A8 Move vehicle/entity left/down 1x2 tiles CA/11ED: A8 Move vehicle/entity left/down 1x2 tiles CA/11EE: 09 Do vehicle/entity graphical action $09 (kneeling) CA/11EF: C6 Set vehicle/entity to walk when moving CA/11F0: FF End queue CA/11F1: F4 Play sound effect 181 CA/11F3: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/11F5: 1F Do vehicle/entity graphical action $1F CA/11F6: E0 Pause for 4 * 4 (16) frames CA/11F8: CF Turn vehicle/entity left CA/11F9: FF End queue CA/11FA: F4 Play sound effect 165 CA/11FC: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0 CA/1200: F6 Subcommand $82: Change volume of currently playing sound effect to $90, transition time 96 CA/1204: 92 Pause for 30 units CA/1205: 4B Display dialogue message $0BD5, wait for button press CELES: TERRA! You're back! CA/1208: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1230 CA/120E: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA1218 CA/1214: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/1216: 82 Move vehicle/entity down 1 tile CA/1217: FF End queue CA/1218: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/121A: D5 Set vehicle/entity's position to (15, 21) CA/121D: CE Turn vehicle/entity down CA/121E: FF End queue CA/121F: B0 Execute the following commands until $B1 48 times CA/1221: 42 Hide object $11 CA/1223: 41 Show object $00 CA/1225: B4 Pause for 2 units CA/1227: 41 Show object $11 CA/1229: 42 Hide object $00 CA/122B: B4 Pause for 2 units CA/122D: B1 End block of repeating commands CA/122E: 3E Delete object $00 CA/1230: 92 Pause for 30 units CA/1231: 4B Display dialogue message $0BD0, wait for button press CELES: Come on, everybody! We have to work together! CA/1234: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CA/1236: C2 Set vehicle/entity's event speed to normal CA/1237: 86 Move vehicle/entity down 2 tiles CA/1238: 28 Do vehicle/entity graphical action $28 CA/1239: FF End queue CA/123A: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/123C: C2 Set vehicle/entity's event speed to normal CA/123D: 83 Move vehicle/entity left 1 tile CA/123E: 09 Do vehicle/entity graphical action $09 (kneeling) CA/123F: FF End queue CA/1240: 4B Display dialogue message $0BCD, wait for button press CELES: TERRA! What's wrong? CA/1243: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/1245: C2 Set vehicle/entity's event speed to normal CA/1246: 83 Move vehicle/entity left 1 tile CA/1247: 82 Move vehicle/entity down 1 tile CA/1248: FF End queue CA/1249: 3D Create object $12 CA/124B: 41 Show object $12 CA/124D: B2 Call subroutine $CAC819 CA/1251: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/1253: B0 Execute the following commands until $B1 31 times CA/1255: 51 Modify background color range from [50, 5F]: Do (Black) at intensity 3 CA/1259: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/125D: B1 End block of repeating commands CA/125E: F4 Play sound effect 24 CA/1260: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CA/1262: C4 Set vehicle/entity's event speed to faster CA/1263: 9C Move vehicle/entity up 8 tiles CA/1264: 9C Move vehicle/entity up 8 tiles CA/1265: 88 Move vehicle/entity up 3 tiles CA/1266: C2 Set vehicle/entity's event speed to normal CA/1267: 80 Move vehicle/entity up 1 tile CA/1268: C1 Set vehicle/entity's event speed to slow CA/1269: 80 Move vehicle/entity up 1 tile CA/126A: FF End queue CA/126B: 30 Begin action queue for character $30 (Camera), 8 bytes long (Wait until complete) CA/126D: C4 Set vehicle/entity's event speed to faster CA/126E: 9C Move vehicle/entity up 8 tiles CA/126F: 94 Move vehicle/entity up 6 tiles CA/1270: C2 Set vehicle/entity's event speed to normal CA/1271: 80 Move vehicle/entity up 1 tile CA/1272: C1 Set vehicle/entity's event speed to slow CA/1273: 80 Move vehicle/entity up 1 tile CA/1274: FF End queue CA/1275: 3D Create object $13 CA/1277: 41 Show object $13 CA/1279: 3D Create object $14 CA/127B: 41 Show object $14 CA/127D: F4 Play sound effect 24 CA/127F: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/1281: 94 Move vehicle/entity up 6 tiles CA/1282: C1 Set vehicle/entity's event speed to slow CA/1283: 80 Move vehicle/entity up 1 tile CA/1284: FF End queue CA/1285: 91 Pause for 15 units CA/1286: F4 Play sound effect 24 CA/1288: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/128A: 90 Move vehicle/entity up 5 tiles CA/128B: C1 Set vehicle/entity's event speed to slow CA/128C: 80 Move vehicle/entity up 1 tile CA/128D: FF End queue CA/128E: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/1290: D5 Set vehicle/entity's position to (15, 1) CA/1293: FF End queue CA/1294: F4 Play sound effect 28 CA/1296: 3E Delete object $12 CA/1298: 45 Refresh objects CA/1299: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/129B: 81 Move vehicle/entity right 1 tile CA/129C: D5 Set vehicle/entity's position to (0, 0) CA/129F: FF End queue CA/12A0: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/12A2: E0 Pause for 4 * 1 (4) frames CA/12A4: D5 Set vehicle/entity's position to (16, 1) CA/12A7: FC Branch 12 bytes backwards ($CA129B) CA/12A9: FF End queue CA/12AA: 17 Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete) CA/12AC: E0 Pause for 4 * 2 (8) frames CA/12AE: D5 Set vehicle/entity's position to (17, 1) CA/12B1: FC Branch 10 bytes backwards ($CA12A7) CA/12B3: FF End queue CA/12B4: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/12B6: D5 Set vehicle/entity's position to (12, 5) CA/12B9: FF End queue CA/12BA: F4 Play sound effect 28 CA/12BC: 3E Delete object $13 CA/12BE: 45 Refresh objects CA/12BF: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/12C1: 81 Move vehicle/entity right 1 tile CA/12C2: D5 Set vehicle/entity's position to (0, 0) CA/12C5: FF End queue CA/12C6: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/12C8: E0 Pause for 4 * 1 (4) frames CA/12CA: D5 Set vehicle/entity's position to (13, 5) CA/12CD: FC Branch 12 bytes backwards ($CA12C1) CA/12CF: FF End queue CA/12D0: 17 Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete) CA/12D2: E0 Pause for 4 * 2 (8) frames CA/12D4: D5 Set vehicle/entity's position to (14, 5) CA/12D7: FC Branch 10 bytes backwards ($CA12CD) CA/12D9: FF End queue CA/12DA: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/12DC: D5 Set vehicle/entity's position to (18, 6) CA/12DF: FF End queue CA/12E0: F4 Play sound effect 28 CA/12E2: 3E Delete object $14 CA/12E4: 45 Refresh objects CA/12E5: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/12E7: 81 Move vehicle/entity right 1 tile CA/12E8: D5 Set vehicle/entity's position to (0, 0) CA/12EB: FF End queue CA/12EC: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/12EE: E0 Pause for 4 * 1 (4) frames CA/12F0: D5 Set vehicle/entity's position to (19, 6) CA/12F3: FC Branch 12 bytes backwards ($CA12E7) CA/12F5: FF End queue CA/12F6: 17 Begin action queue for character $17 (NPC $17), 8 bytes long (Wait until complete) CA/12F8: E0 Pause for 4 * 2 (8) frames CA/12FA: D5 Set vehicle/entity's position to (20, 6) CA/12FD: FC Branch 10 bytes backwards ($CA12F3) CA/12FF: FF End queue CA/1300: F4 Play sound effect 165 CA/1302: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0 CA/1306: F6 Subcommand $82: Change volume of currently playing sound effect to $90, transition time 128 CA/130A: 30 Begin action queue for character $30 (Camera), 8 bytes long CA/130C: C4 Set vehicle/entity's event speed to faster CA/130D: 9E Move vehicle/entity down 8 tiles CA/130E: 96 Move vehicle/entity down 6 tiles CA/130F: C2 Set vehicle/entity's event speed to normal CA/1310: 82 Move vehicle/entity down 1 tile CA/1311: C1 Set vehicle/entity's event speed to slow CA/1312: 82 Move vehicle/entity down 1 tile CA/1313: FF End queue CA/1314: B0 Execute the following commands until $B1 31 times CA/1316: 51 Modify background color range from [50, 5F]: Do (Black) at intensity 3 CA/131A: 51 Modify background color range from [05, 07]: Do (Black) at intensity 3 CA/131E: B1 End block of repeating commands CA/131F: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1321: 4B Display dialogue message $0BD1, wait for button press The Magicite… Magic is disappearing from this world… CA/1324: 4B Display dialogue message $0BCE, wait for button press EDGAR: The Espers… They no longer exist… CA/1327: 92 Pause for 30 units CA/1328: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/132A: CC Turn vehicle/entity up CA/132B: FF End queue CA/132C: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/132E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/132F: FF End queue CA/1330: 4B Display dialogue message $0BD2, wait for button press CELES: You mean TERRA too? CA/1333: 94 Pause for 60 units CA/1334: 11 Begin action queue for character $11 (NPC $11), 8 bytes long (Wait until complete) CA/1336: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1337: E0 Pause for 4 * 16 (64) frames CA/1339: 20 Do vehicle/entity graphical action $20 CA/133A: E0 Pause for 4 * 8 (32) frames CA/133C: CE Turn vehicle/entity down CA/133D: FF End queue CA/133E: 4B Display dialogue message $0BCF, wait for button press TERRA: Come with me. I can lead you out with my last ounce of strength. CA/1341: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/1343: CE Turn vehicle/entity down CA/1344: FF End queue CA/1345: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/1347: CE Turn vehicle/entity down CA/1348: FF End queue CA/1349: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/134B: 96 Move vehicle/entity down 6 tiles CA/134C: D1 Make vehicle/entity disappear CA/134D: FF End queue CA/134E: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 48 CA/1352: B0 Execute the following commands until $B1 31 times CA/1354: 52 Tint characters (cumulative) with color $3F CA/1356: 50 Tint screen (cumulative) with color $3F CA/1358: B4 Pause for 2 units CA/135A: B1 End block of repeating commands CA/135B: B5 Pause for 15 * 6 (90) units CA/135D: F4 Play sound effect 196 CA/135F: 97 Fade screen to black CA/1360: B5 Pause for 15 * 16 (240) units CA/1362: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1364: 46 Make party 3 the current party CA/1366: 45 Refresh objects CA/1367: B2 Call subroutine $CAC8E1 CA/136B: 46 Make party 2 the current party CA/136D: 45 Refresh objects CA/136E: B2 Call subroutine $CAC8E1 CA/1372: 46 Make party 1 the current party CA/1374: 45 Refresh objects CA/1375: B2 Call subroutine $CAC8E1 CA/1379: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/137B: 38 Hold screen CA/137C: B2 Call subroutine $CAF61A CA/1380: B2 Call subroutine $CAC97C CA/1384: 3F Assign character $00 (Actor in stot 0) to party 1 CA/1387: F0 Play song 83 (Ending Theme #1), (high bit clear), full volume CA/1389: D4 Set event bit $1E80($2E3) [$1EDC, bit 3] CA/138B: B5 Pause for 15 * 26 (390) units CA/138D: BA Play ending cinematic $2D CA/138F: 6B Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $0400), place party at (8, 8), facing up CA/1395: D4 Set event bit $1E80($2C0) [$1ED8, bit 0] CA/1397: D6 Set event bit $1E80($3A0) [$1EF4, bit 0] CA/1399: F9 Pause execution until the music passes through predetermined point $01 CA/139B: BA Play ending cinematic $32 CA/139D: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA149A CA/13A3: E7 Unknown command, parameter $02 CA/13A5: 6B Load map $00FE (Ending - Cyan's / Mog's / Gogo's scenes) instantly, (upper bits $0400), place party at (37, 6), facing up CA/13AB: B2 Call subroutine $CC114E CA/13AF: 61 Colorize color range [$04, $FF] to color $07 CA/13B3: 3D Create object $02 CA/13B5: 3D Create object $04 CA/13B7: 3D Create object $06 CA/13B9: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CA/13BB: D5 Set vehicle/entity's position to (39, 4) CA/13BE: C2 Set vehicle/entity's event speed to normal CA/13BF: FF End queue CA/13C0: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/13C2: D5 Set vehicle/entity's position to (39, 4) CA/13C5: C2 Set vehicle/entity's event speed to normal CA/13C6: FF End queue CA/13C7: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/13C9: D5 Set vehicle/entity's position to (39, 4) CA/13CC: C2 Set vehicle/entity's event speed to normal CA/13CD: FF End queue CA/13CE: 96 Restore screen from fade CA/13CF: 41 Show object $06 CA/13D1: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/13D3: 9E Move vehicle/entity down 8 tiles CA/13D4: 9E Move vehicle/entity down 8 tiles CA/13D5: FF End queue CA/13D6: 94 Pause for 60 units CA/13D7: 41 Show object $02 CA/13D9: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/13DB: C2 Set vehicle/entity's event speed to normal CA/13DC: 86 Move vehicle/entity down 2 tiles CA/13DD: FF End queue CA/13DE: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long CA/13E0: 96 Move vehicle/entity down 6 tiles CA/13E1: FF End queue CA/13E2: 93 Pause for 45 units CA/13E3: 41 Show object $04 CA/13E5: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/13E7: 82 Move vehicle/entity down 1 tile CA/13E8: E0 Pause for 4 * 2 (8) frames CA/13EA: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/13EB: E0 Pause for 4 * 4 (16) frames CA/13ED: 23 Do vehicle/entity graphical action $23 CA/13EE: FF End queue CA/13EF: 94 Pause for 60 units CA/13F0: 35 Pause execution until action queue for object $30 (Camera) is complete CA/13F2: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/13F4: 73 Replace current map's Layer 1 at (38, 5) with the following (4 x 3) chunk, refresh immediately CA/13F9: $74, $75, $66, $B2 CA/13FD: $85, $74, $D2, $74 CA/1401: $84, $4A, $4A, $4A CA/1405: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/1407: 86 Move vehicle/entity down 2 tiles CA/1408: FF End queue CA/1409: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long (Wait until complete) CA/140B: 1F Do vehicle/entity graphical action $1F CA/140C: E0 Pause for 4 * 2 (8) frames CA/140E: C4 Set vehicle/entity's event speed to faster CA/140F: 82 Move vehicle/entity down 1 tile CA/1410: 17 Do vehicle/entity graphical action $17 CA/1411: FF End queue CA/1412: 02 Begin action queue for character $02 (Actor in stot 2), 2 bytes long (Wait until complete) CA/1414: CD Turn vehicle/entity right CA/1415: FF End queue CA/1416: 4B Display dialogue message $0BE4, wait for button press (Show text only) (At bottom of screen) EDGAR: CYAN! Think you can handle that switch?! CYAN: Machines… I HATE machines! CA/1419: 35 Pause execution until action queue for object $30 (Camera) is complete CA/141B: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete) CA/141D: A3 Move vehicle/entity left/up 1x1 tiles CA/141E: CD Turn vehicle/entity right CA/141F: E0 Pause for 4 * 5 (20) frames CA/1421: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/1422: E0 Pause for 4 * 8 (32) frames CA/1424: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1425: FF End queue CA/1426: 94 Pause for 60 units CA/1427: B0 Execute the following commands until $B1 3 times CA/1429: 02 Begin action queue for character $02 (Actor in stot 2), 12 bytes long (Wait until complete) CA/142B: C4 Set vehicle/entity's event speed to faster CA/142C: 85 Move vehicle/entity right 2 tiles CA/142D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/142E: E0 Pause for 4 * 3 (12) frames CA/1430: A2 Move vehicle/entity left/down 1x1 tiles CA/1431: 1C Do vehicle/entity graphical action $1C CA/1432: E0 Pause for 4 * 3 (12) frames CA/1434: A3 Move vehicle/entity left/up 1x1 tiles CA/1435: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1436: FF End queue CA/1437: B1 End block of repeating commands CA/1438: B5 Pause for 15 * 6 (90) units CA/143A: 02 Begin action queue for character $02 (Actor in stot 2), 19 bytes long (Wait until complete) CA/143C: 18 Do vehicle/entity graphical action $18 CA/143D: E0 Pause for 4 * 8 (32) frames CA/143F: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/1440: E0 Pause for 4 * 8 (32) frames CA/1442: C2 Set vehicle/entity's event speed to normal CA/1443: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/1444: E0 Pause for 4 * 4 (16) frames CA/1446: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1447: E0 Pause for 4 * 4 (16) frames CA/1449: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/144A: C7 Set vehicle/entity to stay still when moving CA/144B: DC Make vehicle/entity jump (low) CA/144C: 81 Move vehicle/entity right 1 tile CA/144D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/144E: FF End queue CA/144F: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/1451: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1453: B2 Call subroutine $CC114E CA/1457: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long CA/1459: 0B Do vehicle/entity graphical action $0B CA/145A: C7 Set vehicle/entity to stay still when moving CA/145B: 28 Do vehicle/entity graphical action $28 CA/145C: DD Make vehicle/entity jump (high) CA/145D: 82 Move vehicle/entity down 1 tile CA/145E: C6 Set vehicle/entity to walk when moving CA/145F: FF End queue CA/1460: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete) CA/1462: 0B Do vehicle/entity graphical action $0B CA/1463: DC Make vehicle/entity jump (low) CA/1464: 81 Move vehicle/entity right 1 tile CA/1465: 28 Do vehicle/entity graphical action $28 CA/1466: E0 Pause for 4 * 3 (12) frames CA/1468: CF Turn vehicle/entity left CA/1469: C6 Set vehicle/entity to walk when moving CA/146A: FF End queue CA/146B: 94 Pause for 60 units CA/146C: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/146E: CE Turn vehicle/entity down CA/146F: FF End queue CA/1470: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long (Wait until complete) CA/1472: 83 Move vehicle/entity left 1 tile CA/1473: 82 Move vehicle/entity down 1 tile CA/1474: E0 Pause for 4 * 2 (8) frames CA/1476: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/1477: E0 Pause for 4 * 3 (12) frames CA/1479: 18 Do vehicle/entity graphical action $18 CA/147A: FF End queue CA/147B: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/147D: C2 Set vehicle/entity's event speed to normal CA/147E: 82 Move vehicle/entity down 1 tile CA/147F: A1 Move vehicle/entity right/down 1x1 tiles CA/1480: 23 Do vehicle/entity graphical action $23 CA/1481: FF End queue CA/1482: 4B Display dialogue message $0BE5, wait for button press (Show text only) (At bottom of screen) CYAN: You just have to show technology who's boss!! CA/1485: 02 Begin action queue for character $02 (Actor in stot 2), 9 bytes long CA/1487: 1D Do vehicle/entity graphical action $1D CA/1488: E0 Pause for 4 * 1 (4) frames CA/148A: 1E Do vehicle/entity graphical action $1E CA/148B: E0 Pause for 4 * 1 (4) frames CA/148D: FC Branch 6 bytes backwards ($CA1487) CA/148F: FF End queue CA/1490: B5 Pause for 15 * 4 (60) units CA/1492: 5A Fade screen at speed $08 CA/1494: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA14D6 CA/149A: E7 Unknown command, parameter $02 CA/149C: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/149E: 6B Load map $00D2 (Doma Castle, dark (ending without Cyan)) instantly, (upper bits $0400), place party at (18, 43), facing up CA/14A4: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/14A6: 81 Move vehicle/entity right 1 tile CA/14A7: FC Branch 1 bytes backwards ($CA14A6) CA/14A9: FF End queue CA/14AA: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/14AC: FC Branch 5 bytes backwards ($CA14A7) CA/14AE: FF End queue CA/14AF: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/14B1: FC Branch 5 bytes backwards ($CA14AC) CA/14B3: FF End queue CA/14B4: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/14B6: FC Branch 5 bytes backwards ($CA14B1) CA/14B8: FF End queue CA/14B9: 61 Colorize color range [$04, $77] to color $07 CA/14BD: B0 Execute the following commands until $B1 6 times CA/14BF: 50 Tint screen (cumulative) with color $9F CA/14C1: B1 End block of repeating commands CA/14C2: 96 Restore screen from fade CA/14C3: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/14C5: C0 Set vehicle/entity's event speed to slowest CA/14C6: 9D Move vehicle/entity right 8 tiles CA/14C7: 9D Move vehicle/entity right 8 tiles CA/14C8: 9D Move vehicle/entity right 8 tiles CA/14C9: 8D Move vehicle/entity right 4 tiles CA/14CA: FF End queue CA/14CB: B5 Pause for 15 * 103 (1545) units CA/14CD: B0 Execute the following commands until $B1 25 times CA/14CF: 50 Tint screen (cumulative) with color $9F CA/14D1: B1 End block of repeating commands CA/14D2: 95 Pause for 120 units CA/14D3: 97 Fade screen to black CA/14D4: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/14D6: 5C Pause execution until fade in or fade out is complete CA/14D7: 35 Pause execution until action queue for object $30 (Camera) is complete CA/14D9: B2 Call subroutine $CAC97C CA/14DD: F9 Pause execution until the music passes through predetermined point $02 CA/14DF: BA Play ending cinematic $82 CA/14E1: 6B Load map $00FF (Ending - Setzer's scene) instantly, (upper bits $0400), place party at (12, 15), facing up CA/14E7: 61 Colorize color range [$04, $FF] to color $07 CA/14EB: 3D Create object $09 CA/14ED: 41 Show object $09 CA/14EF: 3D Create object $06 CA/14F1: 41 Show object $06 CA/14F3: 3D Create object $04 CA/14F5: 41 Show object $04 CA/14F7: B2 Call subroutine $CAC819 CA/14FB: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/14FD: D5 Set vehicle/entity's position to (12, 17) CA/1500: C3 Set vehicle/entity's event speed to fast CA/1501: FF End queue CA/1502: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/1504: D5 Set vehicle/entity's position to (12, 17) CA/1507: C3 Set vehicle/entity's event speed to fast CA/1508: FF End queue CA/1509: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/150B: D5 Set vehicle/entity's position to (12, 17) CA/150E: C3 Set vehicle/entity's event speed to fast CA/150F: FF End queue CA/1510: 96 Restore screen from fade CA/1511: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/1513: C2 Set vehicle/entity's event speed to normal CA/1514: 84 Move vehicle/entity up 2 tiles CA/1515: FF End queue CA/1516: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CA/1518: E0 Pause for 4 * 5 (20) frames CA/151A: 84 Move vehicle/entity up 2 tiles CA/151B: FF End queue CA/151C: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/151E: 94 Move vehicle/entity up 6 tiles CA/151F: FF End queue CA/1520: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1522: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1524: 73 Replace current map's Layer 1 at (12, 5) with the following (6 x 1) chunk, refresh immediately CA/1529: $41, $52, $62, $72, $62, $72 CA/152F: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long (Wait until complete) CA/1531: C7 Set vehicle/entity to stay still when moving CA/1532: 0B Do vehicle/entity graphical action $0B CA/1533: DD Make vehicle/entity jump (high) CA/1534: 86 Move vehicle/entity down 2 tiles CA/1535: 28 Do vehicle/entity graphical action $28 CA/1536: C6 Set vehicle/entity to walk when moving CA/1537: FF End queue CA/1538: 92 Pause for 30 units CA/1539: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/153B: 73 Replace current map's Layer 1 at (8, 12) with the following (2 x 3) chunk, refresh immediately CA/1540: $56, $57 CA/1542: $56, $51 CA/1544: $51, $51 CA/1546: 91 Pause for 15 units CA/1547: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1549: 73 Replace current map's Layer 1 at (14, 12) with the following (2 x 3) chunk, refresh immediately CA/154E: $56, $56 CA/1550: $57, $51 CA/1552: $51, $51 CA/1554: 92 Pause for 30 units CA/1555: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/1557: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1558: E0 Pause for 4 * 5 (20) frames CA/155A: 09 Do vehicle/entity graphical action $09 (kneeling) CA/155B: FF End queue CA/155C: 92 Pause for 30 units CA/155D: B0 Execute the following commands until $B1 3 times CA/155F: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/1561: 13 Do vehicle/entity graphical action $13 CA/1562: FF End queue CA/1563: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/1565: CE Turn vehicle/entity down CA/1566: FF End queue CA/1567: B1 End block of repeating commands CA/1568: 92 Pause for 30 units CA/1569: 09 Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete) CA/156B: 82 Move vehicle/entity down 1 tile CA/156C: 20 Do vehicle/entity graphical action $20 CA/156D: E0 Pause for 4 * 8 (32) frames CA/156F: 19 Do vehicle/entity graphical action $19 CA/1570: FF End queue CA/1571: 3D Create object $10 CA/1573: 45 Refresh objects CA/1574: 41 Show object $10 CA/1576: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/1578: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/157A: DD Make vehicle/entity jump (high) CA/157B: 84 Move vehicle/entity up 2 tiles CA/157C: DC Make vehicle/entity jump (low) CA/157D: 83 Move vehicle/entity left 1 tile CA/157E: C0 Set vehicle/entity's event speed to slowest CA/157F: 83 Move vehicle/entity left 1 tile CA/1580: FF End queue CA/1581: 91 Pause for 15 units CA/1582: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/1584: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/1585: E0 Pause for 4 * 2 (8) frames CA/1587: 1B Do vehicle/entity graphical action $1B CA/1588: FF End queue CA/1589: 93 Pause for 45 units CA/158A: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/158C: 88 Move vehicle/entity up 3 tiles CA/158D: E0 Pause for 4 * 1 (4) frames CA/158F: CE Turn vehicle/entity down CA/1590: FF End queue CA/1591: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/1593: 88 Move vehicle/entity up 3 tiles CA/1594: 8B Move vehicle/entity left 3 tiles CA/1595: FF End queue CA/1596: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/1598: 90 Move vehicle/entity up 5 tiles CA/1599: 87 Move vehicle/entity left 2 tiles CA/159A: C7 Set vehicle/entity to stay still when moving CA/159B: DD Make vehicle/entity jump (high) CA/159C: CF Turn vehicle/entity left CA/159D: 1F Do vehicle/entity graphical action $1F CA/159E: C6 Set vehicle/entity to walk when moving CA/159F: FF End queue CA/15A0: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/15A2: 18 Do vehicle/entity graphical action $18 CA/15A3: FF End queue CA/15A4: 4B Display dialogue message $0BE6, wait for button press (Show text only) (At bottom of screen) SETZER: Wait! CA/15A7: 3E Delete object $10 CA/15A9: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/15AB: CD Turn vehicle/entity right CA/15AC: FF End queue CA/15AD: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/15AF: CD Turn vehicle/entity right CA/15B0: FF End queue CA/15B1: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long (Wait until complete) CA/15B3: 82 Move vehicle/entity down 1 tile CA/15B4: CF Turn vehicle/entity left CA/15B5: E0 Pause for 4 * 4 (16) frames CA/15B7: 19 Do vehicle/entity graphical action $19 CA/15B8: E0 Pause for 4 * 3 (12) frames CA/15BA: 1A Do vehicle/entity graphical action $1A CA/15BB: FF End queue CA/15BC: 93 Pause for 45 units CA/15BD: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/15BF: 80 Move vehicle/entity up 1 tile CA/15C0: CE Turn vehicle/entity down CA/15C1: FF End queue CA/15C2: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/15C4: 9D Move vehicle/entity right 8 tiles CA/15C5: 80 Move vehicle/entity up 1 tile CA/15C6: FF End queue CA/15C7: 92 Pause for 30 units CA/15C8: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/15CA: 89 Move vehicle/entity right 3 tiles CA/15CB: CC Turn vehicle/entity up CA/15CC: FF End queue CA/15CD: 35 Pause execution until action queue for object $04 (Actor in stot 4) is complete CA/15CF: 73 Replace current map's Layer 1 at (17, 9) with the following (2 x 3) chunk, refresh immediately CA/15D4: $08, $09 CA/15D6: $0A, $18 CA/15D8: $19, $1A CA/15DA: 92 Pause for 30 units CA/15DB: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/15DD: CF Turn vehicle/entity left CA/15DE: FF End queue CA/15DF: 92 Pause for 30 units CA/15E0: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/15E2: 85 Move vehicle/entity right 2 tiles CA/15E3: FF End queue CA/15E4: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/15E6: 3D Create object $11 CA/15E8: 3D Create object $12 CA/15EA: 3D Create object $13 CA/15EC: 3D Create object $14 CA/15EE: 45 Refresh objects CA/15EF: 41 Show object $11 CA/15F1: 41 Show object $12 CA/15F3: 41 Show object $13 CA/15F5: 41 Show object $14 CA/15F7: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/15F9: 73 Replace current map's Layer 1 at (5, 9) with the following (2 x 3) chunk, refresh immediately CA/15FE: $08, $09 CA/1600: $0A, $18 CA/1602: $19, $1A CA/1604: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/1606: 1F Do vehicle/entity graphical action $1F CA/1607: E0 Pause for 4 * 8 (32) frames CA/1609: CF Turn vehicle/entity left CA/160A: FF End queue CA/160B: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/160D: A2 Move vehicle/entity left/down 1x1 tiles CA/160E: A2 Move vehicle/entity left/down 1x1 tiles CA/160F: D5 Set vehicle/entity's position to (6, 10) CA/1612: A5 Move vehicle/entity right/up 2x1 tiles CA/1613: A5 Move vehicle/entity right/up 2x1 tiles CA/1614: D5 Set vehicle/entity's position to (6, 10) CA/1617: FC Branch 10 bytes backwards ($CA160D) CA/1619: FF End queue CA/161A: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CA/161C: A7 Move vehicle/entity right/down 1x2 tiles CA/161D: A7 Move vehicle/entity right/down 1x2 tiles CA/161E: D5 Set vehicle/entity's position to (6, 10) CA/1621: FC Branch 5 bytes backwards ($CA161C) CA/1623: FF End queue CA/1624: 13 Begin action queue for character $13 (NPC $13), 11 bytes long CA/1626: AA Move vehicle/entity left/up 2x1 tiles CA/1627: D5 Set vehicle/entity's position to (6, 10) CA/162A: 85 Move vehicle/entity right 2 tiles CA/162B: D5 Set vehicle/entity's position to (6, 10) CA/162E: FC Branch 8 bytes backwards ($CA1626) CA/1630: FF End queue CA/1631: 14 Begin action queue for character $14 (NPC $14), 7 bytes long CA/1633: 87 Move vehicle/entity left 2 tiles CA/1634: D5 Set vehicle/entity's position to (6, 10) CA/1637: FC Branch 4 bytes backwards ($CA1633) CA/1639: FF End queue CA/163A: 58 Shake screen ($F7): (Intensity: 3)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/163C: B5 Pause for 15 * 8 (120) units CA/163E: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1640: 3E Delete object $11 CA/1642: 3E Delete object $12 CA/1644: 3E Delete object $13 CA/1646: 3E Delete object $14 CA/1648: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long CA/164A: 24 Do vehicle/entity graphical action $24 CA/164B: E0 Pause for 4 * 1 (4) frames CA/164D: 25 Do vehicle/entity graphical action $25 CA/164E: E0 Pause for 4 * 1 (4) frames CA/1650: FC Branch 6 bytes backwards ($CA164A) CA/1652: FF End queue CA/1653: 4B Display dialogue message $0BE7, wait for button press (Show text only) (At bottom of screen) SETZER: Let's go that way!! Sometimes in life you just have to FEEL your way through a situation! CA/1656: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/1658: 84 Move vehicle/entity up 2 tiles CA/1659: D1 Make vehicle/entity disappear CA/165A: FF End queue CA/165B: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/165D: 8D Move vehicle/entity right 4 tiles CA/165E: 88 Move vehicle/entity up 3 tiles CA/165F: D1 Make vehicle/entity disappear CA/1660: FF End queue CA/1661: 92 Pause for 30 units CA/1662: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/1664: C2 Set vehicle/entity's event speed to normal CA/1665: 82 Move vehicle/entity down 1 tile CA/1666: 18 Do vehicle/entity graphical action $18 CA/1667: FF End queue CA/1668: 4B Display dialogue message $0BE8, wait for button press (Show text only) (At bottom of screen) SETZER: Daryl…I'm starting to sound just like you! CA/166B: B5 Pause for 15 * 6 (90) units CA/166D: 5A Fade screen at speed $08 CA/166F: 5C Pause execution until fade in or fade out is complete CA/1670: B2 Call subroutine $CAC97C CA/1674: F9 Pause execution until the music passes through predetermined point $03 CA/1676: BA Play ending cinematic $40 CA/1678: 6B Load map $0102 (Ending - Edgar and Sabin's scene (with or without Sabin)) instantly, (upper bits $0400), place party at (4, 9), facing up CA/167E: 61 Colorize color range [$04, $FF] to color $07 CA/1682: 96 Restore screen from fade CA/1683: 3D Create object $04 CA/1685: 41 Show object $04 CA/1687: 3D Create object $06 CA/1689: 41 Show object $06 CA/168B: 3D Create object $09 CA/168D: 41 Show object $09 CA/168F: B2 Call subroutine $CAC819 CA/1693: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/1695: D5 Set vehicle/entity's position to (7, 13) CA/1698: C3 Set vehicle/entity's event speed to fast CA/1699: FF End queue CA/169A: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/169C: D5 Set vehicle/entity's position to (7, 13) CA/169F: C3 Set vehicle/entity's event speed to fast CA/16A0: FF End queue CA/16A1: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/16A3: D5 Set vehicle/entity's position to (7, 13) CA/16A6: C3 Set vehicle/entity's event speed to fast CA/16A7: FF End queue CA/16A8: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA16BC CA/16AE: 3D Create object $05 CA/16B0: 41 Show object $05 CA/16B2: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CA/16B4: D5 Set vehicle/entity's position to (7, 14) CA/16B7: C3 Set vehicle/entity's event speed to fast CA/16B8: E0 Pause for 4 * 15 (60) frames CA/16BA: 88 Move vehicle/entity up 3 tiles CA/16BB: FF End queue CA/16BC: 04 Begin action queue for character $04 (Actor in stot 4), 10 bytes long CA/16BE: 98 Move vehicle/entity up 7 tiles CA/16BF: 1B Do vehicle/entity graphical action $1B CA/16C0: E0 Pause for 4 * 1 (4) frames CA/16C2: 1C Do vehicle/entity graphical action $1C CA/16C3: E0 Pause for 4 * 1 (4) frames CA/16C5: FC Branch 6 bytes backwards ($CA16BF) CA/16C7: FF End queue CA/16C8: 92 Pause for 30 units CA/16C9: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/16CB: 80 Move vehicle/entity up 1 tile CA/16CC: A4 Move vehicle/entity right/up 1x2 tiles CA/16CD: CC Turn vehicle/entity up CA/16CE: FF End queue CA/16CF: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/16D1: 84 Move vehicle/entity up 2 tiles CA/16D2: AB Move vehicle/entity left/up 1x2 tiles CA/16D3: CD Turn vehicle/entity right CA/16D4: FF End queue CA/16D5: 93 Pause for 45 units CA/16D6: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/16D8: 1F Do vehicle/entity graphical action $1F CA/16D9: FF End queue CA/16DA: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA16EA CA/16E0: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long CA/16E2: 1F Do vehicle/entity graphical action $1F CA/16E3: E0 Pause for 4 * 10 (40) frames CA/16E5: 88 Move vehicle/entity up 3 tiles CA/16E6: A3 Move vehicle/entity left/up 1x1 tiles CA/16E7: 80 Move vehicle/entity up 1 tile CA/16E8: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/16E9: FF End queue CA/16EA: B0 Execute the following commands until $B1 2 times CA/16EC: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/16EE: 92 Pause for 30 units CA/16EF: B1 End block of repeating commands CA/16F0: 5E Scroll Layer 2, speed 0 x 230 CA/16F3: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA1775 CA/16F9: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/16FB: 28 Do vehicle/entity graphical action $28 CA/16FC: FF End queue CA/16FD: 94 Pause for 60 units CA/16FE: 5E Scroll Layer 2, speed 0 x 0 CA/1701: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1703: 5E Scroll Layer 2, speed 0 x 8 CA/1706: 92 Pause for 30 units CA/1707: 5E Scroll Layer 2, speed 0 x 0 CA/170A: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/170C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/170D: FF End queue CA/170E: 92 Pause for 30 units CA/170F: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CA/1711: 1B Do vehicle/entity graphical action $1B CA/1712: E0 Pause for 4 * 1 (4) frames CA/1714: 1C Do vehicle/entity graphical action $1C CA/1715: E0 Pause for 4 * 1 (4) frames CA/1717: FC Branch 6 bytes backwards ($CA1711) CA/1719: FF End queue CA/171A: 92 Pause for 30 units CA/171B: 4B Display dialogue message $0BEE, wait for button press (Show text only) (At bottom of screen) SABIN: I didn't turn my back on the kingdom, big brother… I knew you'd be a better king. I trained hard knowing I might have to help you one day… Now I know why I have these stupid muscles! CA/171E: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1720: 73 Replace current map's Layer 1 at (6, 5) with the following (1 x 3) chunk, refresh immediately CA/1725: $18 CA/1726: $19 CA/1727: $1A CA/1728: 91 Pause for 15 units CA/1729: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/172B: 82 Move vehicle/entity down 1 tile CA/172C: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/172D: E0 Pause for 4 * 1 (4) frames CA/172F: 1B Do vehicle/entity graphical action $1B CA/1730: FF End queue CA/1731: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long (Wait until complete) CA/1733: DC Make vehicle/entity jump (low) CA/1734: CE Turn vehicle/entity down CA/1735: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/1736: FF End queue CA/1737: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/1739: 09 Do vehicle/entity graphical action $09 (kneeling) CA/173A: FF End queue CA/173B: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/173D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/173E: FF End queue CA/173F: 73 Replace current map's Layer 1 at (6, 4) with the following (1 x 3) chunk, refresh immediately CA/1744: $08 CA/1745: $09 CA/1746: $0A CA/1747: 5E Scroll Layer 2, speed 24 x 216 CA/174A: 94 Pause for 60 units CA/174B: 5E Scroll Layer 2, speed 0 x 0 CA/174E: 92 Pause for 30 units CA/174F: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/1751: 80 Move vehicle/entity up 1 tile CA/1752: 81 Move vehicle/entity right 1 tile CA/1753: CF Turn vehicle/entity left CA/1754: FF End queue CA/1755: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/1757: A0 Move vehicle/entity right/up 1x1 tiles CA/1758: 88 Move vehicle/entity up 3 tiles CA/1759: D1 Make vehicle/entity disappear CA/175A: FF End queue CA/175B: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/175D: 81 Move vehicle/entity right 1 tile CA/175E: 80 Move vehicle/entity up 1 tile CA/175F: D1 Make vehicle/entity disappear CA/1760: FF End queue CA/1761: 91 Pause for 15 units CA/1762: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/1764: A3 Move vehicle/entity left/up 1x1 tiles CA/1765: 8C Move vehicle/entity up 4 tiles CA/1766: D1 Make vehicle/entity disappear CA/1767: FF End queue CA/1768: 92 Pause for 30 units CA/1769: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/176B: 83 Move vehicle/entity left 1 tile CA/176C: 24 Do vehicle/entity graphical action $24 CA/176D: FF End queue CA/176E: 92 Pause for 30 units CA/176F: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1834 CA/1775: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long CA/1777: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1778: E0 Pause for 4 * 5 (20) frames CA/177A: C8 Set object layering priority to 2 (low nibble 2) CA/177C: 1F Do vehicle/entity graphical action $1F CA/177D: C7 Set vehicle/entity to stay still when moving CA/177E: C3 Set vehicle/entity's event speed to fast CA/177F: 86 Move vehicle/entity down 2 tiles CA/1780: C6 Set vehicle/entity to walk when moving CA/1781: FF End queue CA/1782: B5 Pause for 15 * 5 (75) units CA/1784: 5E Scroll Layer 2, speed 0 x 0 CA/1787: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1789: 92 Pause for 30 units CA/178A: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long (Wait until complete) CA/178C: C8 Set object layering priority to 2 (low nibble 2) CA/178E: 80 Move vehicle/entity up 1 tile CA/178F: 17 Do vehicle/entity graphical action $17 CA/1790: C7 Set vehicle/entity to stay still when moving CA/1791: C0 Set vehicle/entity's event speed to slowest CA/1792: FF End queue CA/1793: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/1795: FC Branch 6 bytes backwards ($CA178F) CA/1797: FF End queue CA/1798: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/179A: 80 Move vehicle/entity up 1 tile CA/179B: FC Branch 15 bytes backwards ($CA178C) CA/179D: FF End queue CA/179E: 91 Pause for 15 units CA/179F: 48 Display dialogue message $0BED, continue executing commands (Show text only) (At bottom of screen) EDGAR: Where's SABIN when you need him…? CA/17A2: B0 Execute the following commands until $B1 3 times CA/17A4: 5E Scroll Layer 2, speed 4 x 0 CA/17A7: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/17A9: 83 Move vehicle/entity left 1 tile CA/17AA: FF End queue CA/17AB: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/17AD: 83 Move vehicle/entity left 1 tile CA/17AE: FF End queue CA/17AF: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/17B1: 83 Move vehicle/entity left 1 tile CA/17B2: FF End queue CA/17B3: 5E Scroll Layer 2, speed 0 x 0 CA/17B6: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long CA/17B8: C3 Set vehicle/entity's event speed to fast CA/17B9: C6 Set vehicle/entity to walk when moving CA/17BA: 81 Move vehicle/entity right 1 tile CA/17BB: 17 Do vehicle/entity graphical action $17 CA/17BC: C0 Set vehicle/entity's event speed to slowest CA/17BD: C7 Set vehicle/entity to stay still when moving CA/17BE: FF End queue CA/17BF: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/17C1: FC Branch 9 bytes backwards ($CA17B8) CA/17C3: FF End queue CA/17C4: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/17C6: FC Branch 5 bytes backwards ($CA17C1) CA/17C8: FF End queue CA/17C9: B1 End block of repeating commands CA/17CA: 49 If dialogue window is up, wait for keypress then dismiss CA/17CB: 09 Begin action queue for character $09 (Actor in stot 9), 6 bytes long CA/17CD: 0A Do vehicle/entity graphical action $0A CA/17CE: C6 Set vehicle/entity to walk when moving CA/17CF: C8 Set object layering priority to 0 (low nibble 0) CA/17D1: C2 Set vehicle/entity's event speed to normal CA/17D2: FF End queue CA/17D3: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/17D5: FC Branch 8 bytes backwards ($CA17CD) CA/17D7: FF End queue CA/17D8: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/17DA: FC Branch 5 bytes backwards ($CA17D5) CA/17DC: FF End queue CA/17DD: 5E Scroll Layer 2, speed 32 x 0 CA/17E0: 92 Pause for 30 units CA/17E1: 5E Scroll Layer 2, speed 8 x 208 CA/17E4: 94 Pause for 60 units CA/17E5: 5E Scroll Layer 2, speed 0 x 0 CA/17E8: 92 Pause for 30 units CA/17E9: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/17EB: 84 Move vehicle/entity up 2 tiles CA/17EC: 1B Do vehicle/entity graphical action $1B CA/17ED: FF End queue CA/17EE: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/17F0: CF Turn vehicle/entity left CA/17F1: FF End queue CA/17F2: 91 Pause for 15 units CA/17F3: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/17F5: 1C Do vehicle/entity graphical action $1C CA/17F6: FF End queue CA/17F7: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/17F9: 73 Replace current map's Layer 1 at (6, 4) with the following (2 x 3) chunk, refresh immediately CA/17FE: $08, $09 CA/1800: $0A, $18 CA/1802: $19, $1A CA/1804: 91 Pause for 15 units CA/1805: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete) CA/1807: 81 Move vehicle/entity right 1 tile CA/1808: 80 Move vehicle/entity up 1 tile CA/1809: FF End queue CA/180A: 91 Pause for 15 units CA/180B: 04 Begin action queue for character $04 (Actor in stot 4), 10 bytes long CA/180D: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/180E: E0 Pause for 4 * 1 (4) frames CA/1810: 64 Do vehicle/entity graphical action $24, flipped horizontally CA/1811: E0 Pause for 4 * 1 (4) frames CA/1813: 65 Do vehicle/entity graphical action $25, flipped horizontally CA/1814: FC Branch 6 bytes backwards ($CA180E) CA/1816: FF End queue CA/1817: 92 Pause for 30 units CA/1818: 4B Display dialogue message $0BEF, wait for button press (Show text only) (At bottom of screen) EDGAR: Ladies first! CA/181B: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/181D: 83 Move vehicle/entity left 1 tile CA/181E: 64 Do vehicle/entity graphical action $24, flipped horizontally CA/181F: FF End queue CA/1820: 92 Pause for 30 units CA/1821: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/1823: 83 Move vehicle/entity left 1 tile CA/1824: CD Turn vehicle/entity right CA/1825: FF End queue CA/1826: 91 Pause for 15 units CA/1827: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/1829: 83 Move vehicle/entity left 1 tile CA/182A: 88 Move vehicle/entity up 3 tiles CA/182B: D1 Make vehicle/entity disappear CA/182C: FF End queue CA/182D: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/182F: 81 Move vehicle/entity right 1 tile CA/1830: 84 Move vehicle/entity up 2 tiles CA/1831: D1 Make vehicle/entity disappear CA/1832: FF End queue CA/1833: 92 Pause for 30 units CA/1834: 5A Fade screen at speed $08 CA/1836: 5C Pause execution until fade in or fade out is complete CA/1837: B2 Call subroutine $CAC97C CA/183B: F9 Pause execution until the music passes through predetermined point $04 CA/183D: BA Play ending cinematic $3C CA/183F: C0 If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA193D CA/1845: E7 Unknown command, parameter $0A CA/1847: 6B Load map $00FE (Ending - Cyan's / Mog's / Gogo's scenes) instantly, (upper bits $0400), place party at (64, 11), facing up CA/184D: 60 Change background layer $0E to palette $0C CA/1850: 61 Colorize color range [$04, $FF] to color $07 CA/1854: 3D Create object $0A CA/1856: 3D Create object $04 CA/1858: 41 Show object $0A CA/185A: 41 Show object $04 CA/185C: B2 Call subroutine $CAC819 CA/1860: 0A Begin action queue for character $0A (Actor in stot 10), 5 bytes long CA/1862: D5 Set vehicle/entity's position to (64, 7) CA/1865: C2 Set vehicle/entity's event speed to normal CA/1866: FF End queue CA/1867: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/1869: D5 Set vehicle/entity's position to (64, 7) CA/186C: C2 Set vehicle/entity's event speed to normal CA/186D: FF End queue CA/186E: 96 Restore screen from fade CA/186F: 94 Pause for 60 units CA/1870: 0A Begin action queue for character $0A (Actor in stot 10), 2 bytes long (Wait until complete) CA/1872: 8A Move vehicle/entity down 3 tiles CA/1873: FF End queue CA/1874: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/1876: 82 Move vehicle/entity down 1 tile CA/1877: FF End queue CA/1878: 91 Pause for 15 units CA/1879: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/187B: 73 Replace current map's Layer 1 at (63, 10) with the following (4 x 3) chunk, refresh immediately CA/1880: $00, $00, $00, $00 CA/1884: $00, $00, $00, $00 CA/1888: $00, $00, $00, $00 CA/188C: 73 Replace current map's Layer 1 at (63, 76) with the following (5 x 3) chunk, refresh immediately CA/1891: $00, $00, $00, $00, $00 CA/1896: $00, $00, $00, $00, $00 CA/189B: $00, $00, $00, $00, $00 CA/18A0: 0A Begin action queue for character $0A (Actor in stot 10), 8 bytes long CA/18A2: 1F Do vehicle/entity graphical action $1F CA/18A3: C7 Set vehicle/entity to stay still when moving CA/18A4: DC Make vehicle/entity jump (low) CA/18A5: 83 Move vehicle/entity left 1 tile CA/18A6: 0F Do vehicle/entity graphical action $0F CA/18A7: C3 Set vehicle/entity's event speed to fast CA/18A8: 82 Move vehicle/entity down 1 tile CA/18A9: FF End queue CA/18AA: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long (Wait until complete) CA/18AC: 1F Do vehicle/entity graphical action $1F CA/18AD: C7 Set vehicle/entity to stay still when moving CA/18AE: C3 Set vehicle/entity's event speed to fast CA/18AF: 82 Move vehicle/entity down 1 tile CA/18B0: 17 Do vehicle/entity graphical action $17 CA/18B1: C6 Set vehicle/entity to walk when moving CA/18B2: FF End queue CA/18B3: B5 Pause for 15 * 6 (90) units CA/18B5: 04 Begin action queue for character $04 (Actor in stot 4), 10 bytes long (Wait until complete) CA/18B7: C2 Set vehicle/entity's event speed to normal CA/18B8: C8 Set object layering priority to 2 (low nibble 2) CA/18BA: DD Make vehicle/entity jump (high) CA/18BB: 84 Move vehicle/entity up 2 tiles CA/18BC: 09 Do vehicle/entity graphical action $09 (kneeling) CA/18BD: E0 Pause for 4 * 8 (32) frames CA/18BF: CE Turn vehicle/entity down CA/18C0: FF End queue CA/18C1: 94 Pause for 60 units CA/18C2: 4B Display dialogue message $0BE9, wait for button press (Show text only) (At bottom of screen) MOG: Heeeeelp! Save me! CA/18C5: 04 Begin action queue for character $04 (Actor in stot 4), 36 bytes long CA/18C7: 09 Do vehicle/entity graphical action $09 (kneeling) CA/18C8: E0 Pause for 4 * 3 (12) frames CA/18CA: 24 Do vehicle/entity graphical action $24 CA/18CB: E0 Pause for 4 * 4 (16) frames CA/18CD: 80 Move vehicle/entity up 1 tile CA/18CE: 81 Move vehicle/entity right 1 tile CA/18CF: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/18D0: E0 Pause for 4 * 4 (16) frames CA/18D2: C6 Set vehicle/entity to walk when moving CA/18D3: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/18D4: C3 Set vehicle/entity's event speed to fast CA/18D5: DD Make vehicle/entity jump (high) CA/18D6: 85 Move vehicle/entity right 2 tiles CA/18D7: C8 Set object layering priority to 3 (low nibble 3) CA/18D9: A6 Move vehicle/entity right/down 2x1 tiles CA/18DA: 81 Move vehicle/entity right 1 tile CA/18DB: E0 Pause for 4 * 1 (4) frames CA/18DD: 83 Move vehicle/entity left 1 tile CA/18DE: C6 Set vehicle/entity to walk when moving CA/18DF: C8 Set object layering priority to 0 (low nibble 0) CA/18E1: E0 Pause for 4 * 3 (12) frames CA/18E3: CC Turn vehicle/entity up CA/18E4: E0 Pause for 4 * 2 (8) frames CA/18E6: 1B Do vehicle/entity graphical action $1B CA/18E7: E0 Pause for 4 * 4 (16) frames CA/18E9: 1C Do vehicle/entity graphical action $1C CA/18EA: FF End queue CA/18EB: 35 Pause execution until action queue for object $04 (Actor in stot 4) is complete CA/18ED: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/18EF: 8F Move vehicle/entity left 4 tiles CA/18F0: FF End queue CA/18F1: 91 Pause for 15 units CA/18F2: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/18F4: FC Branch 19 bytes backwards ($CA18E1) CA/18F6: FF End queue CA/18F7: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/18F9: 8E Move vehicle/entity down 4 tiles CA/18FA: FF End queue CA/18FB: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/18FD: 88 Move vehicle/entity up 3 tiles CA/18FE: E0 Pause for 4 * 2 (8) frames CA/1900: 99 Move vehicle/entity right 7 tiles CA/1901: FF End queue CA/1902: 0A Begin action queue for character $0A (Actor in stot 10), 9 bytes long (Wait until complete) CA/1904: C8 Set object layering priority to 2 (low nibble 2) CA/1906: 1F Do vehicle/entity graphical action $1F CA/1907: C1 Set vehicle/entity's event speed to slow CA/1908: 88 Move vehicle/entity up 3 tiles CA/1909: E0 Pause for 4 * 2 (8) frames CA/190B: 99 Move vehicle/entity right 7 tiles CA/190C: FF End queue CA/190D: 0A Begin action queue for character $0A (Actor in stot 10), 9 bytes long CA/190F: 1F Do vehicle/entity graphical action $1F CA/1910: E0 Pause for 4 * 1 (4) frames CA/1912: CE Turn vehicle/entity down CA/1913: E0 Pause for 4 * 1 (4) frames CA/1915: FC Branch 6 bytes backwards ($CA190F) CA/1917: FF End queue CA/1918: 91 Pause for 15 units CA/1919: 4B Display dialogue message $0BEA, wait for button press (Show text only) (At bottom of screen) MOG: The hair!! Watch the hair!!! CA/191C: 92 Pause for 30 units CA/191D: 0A Begin action queue for character $0A (Actor in stot 10), 8 bytes long (Wait until complete) CA/191F: C8 Set object layering priority to 0 (low nibble 0) CA/1921: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/1922: E0 Pause for 4 * 3 (12) frames CA/1924: 18 Do vehicle/entity graphical action $18 CA/1925: C6 Set vehicle/entity to walk when moving CA/1926: FF End queue CA/1927: 92 Pause for 30 units CA/1928: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CA/192A: 1D Do vehicle/entity graphical action $1D CA/192B: E0 Pause for 4 * 1 (4) frames CA/192D: 1E Do vehicle/entity graphical action $1E CA/192E: E0 Pause for 4 * 1 (4) frames CA/1930: FC Branch 6 bytes backwards ($CA192A) CA/1932: FF End queue CA/1933: B5 Pause for 15 * 4 (60) units CA/1935: 5A Fade screen at speed $08 CA/1937: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA197A CA/193D: E7 Unknown command, parameter $0A CA/193F: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/1941: 6B Load map $00D3 (Narshe, mountaintop, dark (ending without Mog / without Umaro)) instantly, (upper bits $0400), place party at (12, 7), facing up CA/1947: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/1949: 82 Move vehicle/entity down 1 tile CA/194A: FC Branch 1 bytes backwards ($CA1949) CA/194C: FF End queue CA/194D: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/194F: FC Branch 5 bytes backwards ($CA194A) CA/1951: FF End queue CA/1952: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/1954: FC Branch 5 bytes backwards ($CA194F) CA/1956: FF End queue CA/1957: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/1959: FC Branch 5 bytes backwards ($CA1954) CA/195B: FF End queue CA/195C: 61 Colorize color range [$04, $77] to color $07 CA/1960: B0 Execute the following commands until $B1 6 times CA/1962: 50 Tint screen (cumulative) with color $9F CA/1964: B1 End block of repeating commands CA/1965: 96 Restore screen from fade CA/1966: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/1968: C0 Set vehicle/entity's event speed to slowest CA/1969: 9E Move vehicle/entity down 8 tiles CA/196A: 9E Move vehicle/entity down 8 tiles CA/196B: 9E Move vehicle/entity down 8 tiles CA/196C: 8E Move vehicle/entity down 4 tiles CA/196D: FF End queue CA/196E: B5 Pause for 15 * 96 (1440) units CA/1970: B0 Execute the following commands until $B1 25 times CA/1972: 50 Tint screen (cumulative) with color $9F CA/1974: B1 End block of repeating commands CA/1975: B5 Pause for 15 * 18 (270) units CA/1977: 97 Fade screen to black CA/1978: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/197A: 5C Pause execution until fade in or fade out is complete CA/197B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/197D: B2 Call subroutine $CAC97C CA/1981: F9 Pause execution until the music passes through predetermined point $05 CA/1983: BA Play ending cinematic $87 CA/1985: C0 If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA1ABD CA/198B: E7 Unknown command, parameter $0D CA/198D: 6B Load map $0100 (Ending - Umaro's scene) instantly, (upper bits $0400), place party at (36, 49), facing up CA/1993: 61 Colorize color range [$04, $FF] to color $07 CA/1997: 3D Create object $0D CA/1999: 3D Create object $06 CA/199B: 3D Create object $09 CA/199D: 41 Show object $0D CA/199F: 41 Show object $06 CA/19A1: 41 Show object $09 CA/19A3: B2 Call subroutine $CAC819 CA/19A7: 0D Begin action queue for character $0D (Actor in stot 13), 5 bytes long CA/19A9: C1 Set vehicle/entity's event speed to slow CA/19AA: D5 Set vehicle/entity's position to (37, 54) CA/19AD: FF End queue CA/19AE: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/19B0: C3 Set vehicle/entity's event speed to fast CA/19B1: D5 Set vehicle/entity's position to (37, 54) CA/19B4: FF End queue CA/19B5: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/19B7: C3 Set vehicle/entity's event speed to fast CA/19B8: D5 Set vehicle/entity's position to (37, 54) CA/19BB: FF End queue CA/19BC: 96 Restore screen from fade CA/19BD: 06 Begin action queue for character $06 (Actor in stot 6), 12 bytes long CA/19BF: 9C Move vehicle/entity up 8 tiles CA/19C0: E0 Pause for 4 * 8 (32) frames CA/19C2: 1B Do vehicle/entity graphical action $1B CA/19C3: E0 Pause for 4 * 1 (4) frames CA/19C5: 1C Do vehicle/entity graphical action $1C CA/19C6: E0 Pause for 4 * 1 (4) frames CA/19C8: FC Branch 6 bytes backwards ($CA19C2) CA/19CA: FF End queue CA/19CB: 93 Pause for 45 units CA/19CC: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long (Wait until complete) CA/19CE: 98 Move vehicle/entity up 7 tiles CA/19CF: E0 Pause for 4 * 6 (24) frames CA/19D1: 82 Move vehicle/entity down 1 tile CA/19D2: 83 Move vehicle/entity left 1 tile CA/19D3: CD Turn vehicle/entity right CA/19D4: FF End queue CA/19D5: 0D Begin action queue for character $0D (Actor in stot 13), 5 bytes long CA/19D7: 8C Move vehicle/entity up 4 tiles CA/19D8: E0 Pause for 4 * 4 (16) frames CA/19DA: CE Turn vehicle/entity down CA/19DB: FF End queue CA/19DC: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/19DE: C2 Set vehicle/entity's event speed to normal CA/19DF: 86 Move vehicle/entity down 2 tiles CA/19E0: CC Turn vehicle/entity up CA/19E1: C7 Set vehicle/entity to stay still when moving CA/19E2: 0B Do vehicle/entity graphical action $0B CA/19E3: C3 Set vehicle/entity's event speed to fast CA/19E4: 84 Move vehicle/entity up 2 tiles CA/19E5: FF End queue CA/19E6: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/19E8: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CA/19EA: C2 Set vehicle/entity's event speed to normal CA/19EB: 82 Move vehicle/entity down 1 tile CA/19EC: C1 Set vehicle/entity's event speed to slow CA/19ED: 82 Move vehicle/entity down 1 tile CA/19EE: 09 Do vehicle/entity graphical action $09 (kneeling) CA/19EF: C6 Set vehicle/entity to walk when moving CA/19F0: FF End queue CA/19F1: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/19F3: C1 Set vehicle/entity's event speed to slow CA/19F4: 82 Move vehicle/entity down 1 tile CA/19F5: FF End queue CA/19F6: 91 Pause for 15 units CA/19F7: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/19F9: CE Turn vehicle/entity down CA/19FA: C6 Set vehicle/entity to walk when moving CA/19FB: FF End queue CA/19FC: 91 Pause for 15 units CA/19FD: 35 Pause execution until action queue for object $30 (Camera) is complete CA/19FF: 4B Display dialogue message $0BEB, wait for button press (Show text only) (At bottom of screen) CELES: It won't open! CA/1A02: 92 Pause for 30 units CA/1A03: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/1A05: CE Turn vehicle/entity down CA/1A06: FF End queue CA/1A07: 0D Begin action queue for character $0D (Actor in stot 13), 9 bytes long CA/1A09: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/1A0A: E0 Pause for 4 * 2 (8) frames CA/1A0C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1A0D: E0 Pause for 4 * 2 (8) frames CA/1A0F: FC Branch 6 bytes backwards ($CA1A09) CA/1A11: FF End queue CA/1A12: 4B Display dialogue message $0BEC, wait for button press (Show text only) (At bottom of screen) UMARO: U'ghaaaa! CA/1A15: 92 Pause for 30 units CA/1A16: B2 Call subroutine $CA1AA6 CA/1A1A: 73 Replace current map's Layer 1 at (35, 47) with the following (4 x 2) chunk, refresh immediately CA/1A1F: $BC, $DC, $CC, $70 CA/1A23: $DC, $20, $FB, $FB CA/1A27: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1A29: 1F Do vehicle/entity graphical action $1F CA/1A2A: FF End queue CA/1A2B: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/1A2D: 1F Do vehicle/entity graphical action $1F CA/1A2E: FF End queue CA/1A2F: B2 Call subroutine $CA1AB3 CA/1A33: B2 Call subroutine $CA1AA6 CA/1A37: 73 Replace current map's Layer 1 at (32, 48) with the following (3 x 3) chunk, refresh immediately CA/1A3C: $AC, $CC, $C2 CA/1A3F: $BC, $DC, $D2 CA/1A42: $C3, $FB, $FB CA/1A45: B2 Call subroutine $CA1AB3 CA/1A49: B2 Call subroutine $CA1AA6 CA/1A4D: 73 Replace current map's Layer 1 at (30, 48) with the following (4 x 3) chunk, refresh immediately CA/1A52: $D2, $C2, $DA, $FB CA/1A56: $D2, $EA, $FB, $FB CA/1A5A: $FB, $FB, $FB, $32 CA/1A5E: B5 Pause for 15 * 4 (60) units CA/1A60: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/1A62: C2 Set vehicle/entity's event speed to normal CA/1A63: 8F Move vehicle/entity left 4 tiles CA/1A64: FF End queue CA/1A65: 0D Begin action queue for character $0D (Actor in stot 13), 3 bytes long (Wait until complete) CA/1A67: 93 Move vehicle/entity left 5 tiles CA/1A68: CD Turn vehicle/entity right CA/1A69: FF End queue CA/1A6A: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long CA/1A6C: 86 Move vehicle/entity down 2 tiles CA/1A6D: 9B Move vehicle/entity left 7 tiles CA/1A6E: 88 Move vehicle/entity up 3 tiles CA/1A6F: FF End queue CA/1A70: 92 Pause for 30 units CA/1A71: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/1A73: C3 Set vehicle/entity's event speed to fast CA/1A74: 86 Move vehicle/entity down 2 tiles CA/1A75: 9F Move vehicle/entity left 8 tiles CA/1A76: FF End queue CA/1A77: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1A79: 73 Replace current map's Layer 1 at (28, 45) with the following (2 x 3) chunk, refresh immediately CA/1A7E: $08, $09 CA/1A80: $0A, $18 CA/1A82: $19, $1A CA/1A84: 92 Pause for 30 units CA/1A85: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/1A87: 84 Move vehicle/entity up 2 tiles CA/1A88: D1 Make vehicle/entity disappear CA/1A89: FF End queue CA/1A8A: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/1A8C: 94 Move vehicle/entity up 6 tiles CA/1A8D: D1 Make vehicle/entity disappear CA/1A8E: FF End queue CA/1A8F: 0D Begin action queue for character $0D (Actor in stot 13), 9 bytes long CA/1A91: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/1A92: E0 Pause for 4 * 1 (4) frames CA/1A94: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1A95: E0 Pause for 4 * 1 (4) frames CA/1A97: FC Branch 6 bytes backwards ($CA1A91) CA/1A99: FF End queue CA/1A9A: 4B Display dialogue message $0BEC, wait for button press (Show text only) (At bottom of screen) UMARO: U'ghaaaa! CA/1A9D: 94 Pause for 60 units CA/1A9E: 5A Fade screen at speed $08 CA/1AA0: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1AFA CA/1AA6: 0D Begin action queue for character $0D (Actor in stot 13), 8 bytes long (Wait until complete) CA/1AA8: 0A Do vehicle/entity graphical action $0A CA/1AA9: E0 Pause for 4 * 2 (8) frames CA/1AAB: C3 Set vehicle/entity's event speed to fast CA/1AAC: C7 Set vehicle/entity to stay still when moving CA/1AAD: 87 Move vehicle/entity left 2 tiles CA/1AAE: C6 Set vehicle/entity to walk when moving CA/1AAF: FF End queue CA/1AB0: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1AB2: FE Return CA/1AB3: 92 Pause for 30 units CA/1AB4: 0D Begin action queue for character $0D (Actor in stot 13), 5 bytes long (Wait until complete) CA/1AB6: 81 Move vehicle/entity right 1 tile CA/1AB7: E0 Pause for 4 * 1 (4) frames CA/1AB9: CF Turn vehicle/entity left CA/1ABA: FF End queue CA/1ABB: 91 Pause for 15 units CA/1ABC: FE Return CA/1ABD: E7 Unknown command, parameter $0D CA/1ABF: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/1AC1: 6B Load map $00D3 (Narshe, mountaintop, dark (ending without Mog / without Umaro)) instantly, (upper bits $0400), place party at (12, 7), facing up CA/1AC7: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/1AC9: 82 Move vehicle/entity down 1 tile CA/1ACA: FC Branch 1 bytes backwards ($CA1AC9) CA/1ACC: FF End queue CA/1ACD: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/1ACF: FC Branch 5 bytes backwards ($CA1ACA) CA/1AD1: FF End queue CA/1AD2: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/1AD4: FC Branch 5 bytes backwards ($CA1ACF) CA/1AD6: FF End queue CA/1AD7: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/1AD9: FC Branch 5 bytes backwards ($CA1AD4) CA/1ADB: FF End queue CA/1ADC: 61 Colorize color range [$04, $77] to color $07 CA/1AE0: B0 Execute the following commands until $B1 6 times CA/1AE2: 50 Tint screen (cumulative) with color $9F CA/1AE4: B1 End block of repeating commands CA/1AE5: 96 Restore screen from fade CA/1AE6: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/1AE8: C0 Set vehicle/entity's event speed to slowest CA/1AE9: 9E Move vehicle/entity down 8 tiles CA/1AEA: 9E Move vehicle/entity down 8 tiles CA/1AEB: 9E Move vehicle/entity down 8 tiles CA/1AEC: 8E Move vehicle/entity down 4 tiles CA/1AED: FF End queue CA/1AEE: B5 Pause for 15 * 96 (1440) units CA/1AF0: B0 Execute the following commands until $B1 25 times CA/1AF2: 50 Tint screen (cumulative) with color $9F CA/1AF4: B1 End block of repeating commands CA/1AF5: B5 Pause for 15 * 14 (210) units CA/1AF7: 97 Fade screen to black CA/1AF8: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/1AFA: 5C Pause execution until fade in or fade out is complete CA/1AFB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1AFD: B2 Call subroutine $CAC97C CA/1B01: F9 Pause execution until the music passes through predetermined point $06 CA/1B03: BA Play ending cinematic $46 CA/1B05: C0 If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA1D12 CA/1B0B: E7 Unknown command, parameter $0C CA/1B0D: 6B Load map $00FE (Ending - Cyan's / Mog's / Gogo's scenes) instantly, (upper bits $0400), place party at (85, 14), facing up CA/1B13: 60 Change background layer $0E to palette $0D CA/1B16: 61 Colorize color range [$04, $FF] to color $07 CA/1B1A: 73 Replace current map's Layer 1 at (82, 13) with the following (3 x 4) chunk, refresh immediately CA/1B1F: $C4, $C5, $C4 CA/1B22: $C5, $D4, $D5 CA/1B25: $D4, $D5, $42 CA/1B28: $40, $42, $60 CA/1B2B: 73 Replace current map's Layer 1 at (85, 11) with the following (2 x 1) chunk, refresh immediately CA/1B30: $60, $60 CA/1B32: 3D Create object $0C CA/1B34: 41 Show object $0C CA/1B36: 3D Create object $09 CA/1B38: 41 Show object $09 CA/1B3A: 3D Create object $04 CA/1B3C: 41 Show object $04 CA/1B3E: 3D Create object $06 CA/1B40: 41 Show object $06 CA/1B42: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CA/1B44: 32 Do vehicle/entity graphical action $32 CA/1B45: FF End queue CA/1B46: 0C Begin action queue for character $0C (Actor in stot 12), 5 bytes long CA/1B48: D5 Set vehicle/entity's position to (85, 18) CA/1B4B: C3 Set vehicle/entity's event speed to fast CA/1B4C: FF End queue CA/1B4D: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/1B4F: FC Branch 7 bytes backwards ($CA1B48) CA/1B51: FF End queue CA/1B52: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/1B54: FC Branch 5 bytes backwards ($CA1B4F) CA/1B56: FF End queue CA/1B57: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/1B59: FC Branch 5 bytes backwards ($CA1B54) CA/1B5B: FF End queue CA/1B5C: B2 Call subroutine $CAC819 CA/1B60: 96 Restore screen from fade CA/1B61: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/1B63: C1 Set vehicle/entity's event speed to slow CA/1B64: 80 Move vehicle/entity up 1 tile CA/1B65: FF End queue CA/1B66: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/1B68: 94 Move vehicle/entity up 6 tiles CA/1B69: 81 Move vehicle/entity right 1 tile CA/1B6A: 88 Move vehicle/entity up 3 tiles CA/1B6B: 81 Move vehicle/entity right 1 tile CA/1B6C: FF End queue CA/1B6D: 94 Pause for 60 units CA/1B6E: 0C Begin action queue for character $0C (Actor in stot 12), 2 bytes long CA/1B70: 98 Move vehicle/entity up 7 tiles CA/1B71: FF End queue CA/1B72: 91 Pause for 15 units CA/1B73: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/1B75: 8C Move vehicle/entity up 4 tiles CA/1B76: FF End queue CA/1B77: 91 Pause for 15 units CA/1B78: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/1B7A: 88 Move vehicle/entity up 3 tiles CA/1B7B: A3 Move vehicle/entity left/up 1x1 tiles CA/1B7C: FF End queue CA/1B7D: 35 Pause execution until action queue for object $0C (Actor in stot 12) is complete CA/1B7F: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1B81: 73 Replace current map's Layer 1 at (83, 11) with the following (4 x 4) chunk, refresh immediately CA/1B86: $21, $22, $00, $20 CA/1B8A: $00, $00, $00, $20 CA/1B8E: $00, $C4, $C5, $69 CA/1B92: $00, $D4, $D5, $69 CA/1B96: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1B98: 0C Begin action queue for character $0C (Actor in stot 12), 8 bytes long CA/1B9A: 1F Do vehicle/entity graphical action $1F CA/1B9B: C7 Set vehicle/entity to stay still when moving CA/1B9C: C2 Set vehicle/entity's event speed to normal CA/1B9D: DC Make vehicle/entity jump (low) CA/1B9E: A3 Move vehicle/entity left/up 1x1 tiles CA/1B9F: 28 Do vehicle/entity graphical action $28 CA/1BA0: C6 Set vehicle/entity to walk when moving CA/1BA1: FF End queue CA/1BA2: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/1BA4: 1F Do vehicle/entity graphical action $1F CA/1BA5: FF End queue CA/1BA6: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/1BA8: 1F Do vehicle/entity graphical action $1F CA/1BA9: FF End queue CA/1BAA: 93 Pause for 45 units CA/1BAB: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CA/1BAD: 23 Do vehicle/entity graphical action $23 CA/1BAE: E0 Pause for 4 * 8 (32) frames CA/1BB0: 83 Move vehicle/entity left 1 tile CA/1BB1: 82 Move vehicle/entity down 1 tile CA/1BB2: FF End queue CA/1BB3: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/1BB5: C2 Set vehicle/entity's event speed to normal CA/1BB6: 86 Move vehicle/entity down 2 tiles CA/1BB7: FF End queue CA/1BB8: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/1BBA: CC Turn vehicle/entity up CA/1BBB: FF End queue CA/1BBC: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/1BBE: CC Turn vehicle/entity up CA/1BBF: FF End queue CA/1BC0: 92 Pause for 30 units CA/1BC1: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/1BC3: 8C Move vehicle/entity up 4 tiles CA/1BC4: FF End queue CA/1BC5: 0C Begin action queue for character $0C (Actor in stot 12), 2 bytes long (Wait until complete) CA/1BC7: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1BC8: FF End queue CA/1BC9: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1BCB: 84 Move vehicle/entity up 2 tiles CA/1BCC: FF End queue CA/1BCD: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1BCF: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/1BD0: FF End queue CA/1BD1: 91 Pause for 15 units CA/1BD2: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1BD4: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/1BD5: FF End queue CA/1BD6: 0C Begin action queue for character $0C (Actor in stot 12), 2 bytes long CA/1BD8: CE Turn vehicle/entity down CA/1BD9: FF End queue CA/1BDA: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/1BDC: C2 Set vehicle/entity's event speed to normal CA/1BDD: 8A Move vehicle/entity down 3 tiles CA/1BDE: FF End queue CA/1BDF: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1BE1: 86 Move vehicle/entity down 2 tiles CA/1BE2: FF End queue CA/1BE3: 4B Display dialogue message $0BF1, wait for button press (Show text only) (At bottom of screen) CELES: Both buttons have to be pressed simultaneously… CA/1BE6: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1BE8: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long CA/1BEA: 80 Move vehicle/entity up 1 tile CA/1BEB: DC Make vehicle/entity jump (low) CA/1BEC: CC Turn vehicle/entity up CA/1BED: E0 Pause for 4 * 6 (24) frames CA/1BEF: FC Branch 4 bytes backwards ($CA1BEB) CA/1BF1: FF End queue CA/1BF2: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/1BF4: 80 Move vehicle/entity up 1 tile CA/1BF5: FF End queue CA/1BF6: 4B Display dialogue message $0BF2, wait for button press (Show text only) (At bottom of screen) SETZER: GOGO! Watch CELES and do exactly what she does! CA/1BF9: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/1BFB: C2 Set vehicle/entity's event speed to normal CA/1BFC: 8C Move vehicle/entity up 4 tiles CA/1BFD: FF End queue CA/1BFE: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/1C00: CC Turn vehicle/entity up CA/1C01: FF End queue CA/1C02: 91 Pause for 15 units CA/1C03: B0 Execute the following commands until $B1 3 times CA/1C05: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/1C07: 13 Do vehicle/entity graphical action $13 CA/1C08: FF End queue CA/1C09: 0C Begin action queue for character $0C (Actor in stot 12), 2 bytes long (Wait until complete) CA/1C0B: 13 Do vehicle/entity graphical action $13 CA/1C0C: FF End queue CA/1C0D: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/1C0F: CE Turn vehicle/entity down CA/1C10: FF End queue CA/1C11: 0C Begin action queue for character $0C (Actor in stot 12), 2 bytes long (Wait until complete) CA/1C13: CE Turn vehicle/entity down CA/1C14: FF End queue CA/1C15: B1 End block of repeating commands CA/1C16: 92 Pause for 30 units CA/1C17: 06 Begin action queue for character $06 (Actor in stot 6), 28 bytes long CA/1C19: C3 Set vehicle/entity's event speed to fast CA/1C1A: 84 Move vehicle/entity up 2 tiles CA/1C1B: 1B Do vehicle/entity graphical action $1B CA/1C1C: E0 Pause for 4 * 1 (4) frames CA/1C1E: 1C Do vehicle/entity graphical action $1C CA/1C1F: E0 Pause for 4 * 3 (12) frames CA/1C21: 82 Move vehicle/entity down 1 tile CA/1C22: 81 Move vehicle/entity right 1 tile CA/1C23: A0 Move vehicle/entity right/up 1x1 tiles CA/1C24: A0 Move vehicle/entity right/up 1x1 tiles CA/1C25: CC Turn vehicle/entity up CA/1C26: E0 Pause for 4 * 2 (8) frames CA/1C28: 1B Do vehicle/entity graphical action $1B CA/1C29: E0 Pause for 4 * 1 (4) frames CA/1C2B: 1C Do vehicle/entity graphical action $1C CA/1C2C: E0 Pause for 4 * 3 (12) frames CA/1C2E: A2 Move vehicle/entity left/down 1x1 tiles CA/1C2F: A2 Move vehicle/entity left/down 1x1 tiles CA/1C30: 80 Move vehicle/entity up 1 tile CA/1C31: 17 Do vehicle/entity graphical action $17 CA/1C32: E0 Pause for 4 * 4 (16) frames CA/1C34: FF End queue CA/1C35: 0C Begin action queue for character $0C (Actor in stot 12), 28 bytes long CA/1C37: C3 Set vehicle/entity's event speed to fast CA/1C38: 84 Move vehicle/entity up 2 tiles CA/1C39: 1B Do vehicle/entity graphical action $1B CA/1C3A: E0 Pause for 4 * 1 (4) frames CA/1C3C: 1C Do vehicle/entity graphical action $1C CA/1C3D: E0 Pause for 4 * 3 (12) frames CA/1C3F: 82 Move vehicle/entity down 1 tile CA/1C40: 83 Move vehicle/entity left 1 tile CA/1C41: A3 Move vehicle/entity left/up 1x1 tiles CA/1C42: A3 Move vehicle/entity left/up 1x1 tiles CA/1C43: CC Turn vehicle/entity up CA/1C44: E0 Pause for 4 * 2 (8) frames CA/1C46: 1B Do vehicle/entity graphical action $1B CA/1C47: E0 Pause for 4 * 1 (4) frames CA/1C49: 1C Do vehicle/entity graphical action $1C CA/1C4A: E0 Pause for 4 * 3 (12) frames CA/1C4C: A1 Move vehicle/entity right/down 1x1 tiles CA/1C4D: A1 Move vehicle/entity right/down 1x1 tiles CA/1C4E: 80 Move vehicle/entity up 1 tile CA/1C4F: 17 Do vehicle/entity graphical action $17 CA/1C50: E0 Pause for 4 * 4 (16) frames CA/1C52: FF End queue CA/1C53: 35 Pause execution until action queue for object $0C (Actor in stot 12) is complete CA/1C55: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1C57: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/1C59: 8A Move vehicle/entity down 3 tiles CA/1C5A: FF End queue CA/1C5B: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1C5D: 73 Replace current map's Layer 1 at (84, 13) with the following (3 x 3) chunk, refresh immediately CA/1C62: $00, $C4, $C5 CA/1C65: $00, $D4, $D5 CA/1C68: $00, $60, $42 CA/1C6B: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/1C6D: D5 Set vehicle/entity's position to (85, 13) CA/1C70: CC Turn vehicle/entity up CA/1C71: FF End queue CA/1C72: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/1C74: D5 Set vehicle/entity's position to (86, 13) CA/1C77: CC Turn vehicle/entity up CA/1C78: FF End queue CA/1C79: 91 Pause for 15 units CA/1C7A: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1C7C: 73 Replace current map's Layer 1 at (85, 12) with the following (4 x 2) chunk, refresh immediately CA/1C81: $C4, $C5, $D4, $D5 CA/1C85: $42, $42, $60, $00 CA/1C89: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/1C8B: D5 Set vehicle/entity's position to (85, 12) CA/1C8E: CC Turn vehicle/entity up CA/1C8F: FF End queue CA/1C90: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/1C92: D5 Set vehicle/entity's position to (86, 12) CA/1C95: CC Turn vehicle/entity up CA/1C96: FF End queue CA/1C97: 91 Pause for 15 units CA/1C98: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1C9A: 73 Replace current map's Layer 1 at (85, 11) with the following (4 x 2) chunk, refresh immediately CA/1C9F: $C4, $C5, $D4, $D5 CA/1CA3: $42, $42, $00, $00 CA/1CA7: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/1CA9: D5 Set vehicle/entity's position to (85, 11) CA/1CAC: CC Turn vehicle/entity up CA/1CAD: FF End queue CA/1CAE: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/1CB0: D5 Set vehicle/entity's position to (86, 11) CA/1CB3: CC Turn vehicle/entity up CA/1CB4: FF End queue CA/1CB5: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/1CB7: 88 Move vehicle/entity up 3 tiles CA/1CB8: FF End queue CA/1CB9: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long CA/1CBB: 84 Move vehicle/entity up 2 tiles CA/1CBC: 81 Move vehicle/entity right 1 tile CA/1CBD: A0 Move vehicle/entity right/up 1x1 tiles CA/1CBE: A0 Move vehicle/entity right/up 1x1 tiles CA/1CBF: 81 Move vehicle/entity right 1 tile CA/1CC0: D1 Make vehicle/entity disappear CA/1CC1: FF End queue CA/1CC2: 91 Pause for 15 units CA/1CC3: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/1CC5: 81 Move vehicle/entity right 1 tile CA/1CC6: FC Branch 11 bytes backwards ($CA1CBB) CA/1CC8: FF End queue CA/1CC9: 06 Begin action queue for character $06 (Actor in stot 6), 13 bytes long CA/1CCB: C2 Set vehicle/entity's event speed to normal CA/1CCC: A2 Move vehicle/entity left/down 1x1 tiles CA/1CCD: CF Turn vehicle/entity left CA/1CCE: E0 Pause for 4 * 3 (12) frames CA/1CD0: CE Turn vehicle/entity down CA/1CD1: E0 Pause for 4 * 8 (32) frames CA/1CD3: 81 Move vehicle/entity right 1 tile CA/1CD4: A0 Move vehicle/entity right/up 1x1 tiles CA/1CD5: A0 Move vehicle/entity right/up 1x1 tiles CA/1CD6: 81 Move vehicle/entity right 1 tile CA/1CD7: FF End queue CA/1CD8: 0C Begin action queue for character $0C (Actor in stot 12), 18 bytes long (Wait until complete) CA/1CDA: C2 Set vehicle/entity's event speed to normal CA/1CDB: A1 Move vehicle/entity right/down 1x1 tiles CA/1CDC: CD Turn vehicle/entity right CA/1CDD: E0 Pause for 4 * 3 (12) frames CA/1CDF: CE Turn vehicle/entity down CA/1CE0: E0 Pause for 4 * 8 (32) frames CA/1CE2: 81 Move vehicle/entity right 1 tile CA/1CE3: E0 Pause for 4 * 1 (4) frames CA/1CE5: 1F Do vehicle/entity graphical action $1F CA/1CE6: E0 Pause for 4 * 4 (16) frames CA/1CE8: C4 Set vehicle/entity's event speed to faster CA/1CE9: 82 Move vehicle/entity down 1 tile CA/1CEA: D1 Make vehicle/entity disappear CA/1CEB: FF End queue CA/1CEC: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1CEE: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/1CF0: C3 Set vehicle/entity's event speed to fast CA/1CF1: 9A Move vehicle/entity down 7 tiles CA/1CF2: FF End queue CA/1CF3: B0 Execute the following commands until $B1 31 times CA/1CF5: 50 Tint screen (cumulative) with color $9F CA/1CF7: B1 End block of repeating commands CA/1CF8: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1CFA: 1E Begin action queue for character $1E (NPC $1E), 12 bytes long CA/1CFC: D5 Set vehicle/entity's position to (85, 17) CA/1CFF: 32 Do vehicle/entity graphical action $32 CA/1D00: E0 Pause for 4 * 1 (4) frames CA/1D02: 72 Do vehicle/entity graphical action $32, flipped horizontally CA/1D03: E0 Pause for 4 * 1 (4) frames CA/1D05: FC Branch 6 bytes backwards ($CA1CFF) CA/1D07: FF End queue CA/1D08: B5 Pause for 15 * 2 (30) units CA/1D0A: 5A Fade screen at speed $08 CA/1D0C: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1D4E CA/1D12: E7 Unknown command, parameter $0C CA/1D14: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/1D16: 6B Load map $00D4 (Gogo's Lair, bridges, dark (ending without Gogo)) instantly, (upper bits $0400), place party at (89, 30), facing up CA/1D1C: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/1D1E: 81 Move vehicle/entity right 1 tile CA/1D1F: FC Branch 1 bytes backwards ($CA1D1E) CA/1D21: FF End queue CA/1D22: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/1D24: FC Branch 5 bytes backwards ($CA1D1F) CA/1D26: FF End queue CA/1D27: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/1D29: FC Branch 5 bytes backwards ($CA1D24) CA/1D2B: FF End queue CA/1D2C: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/1D2E: FC Branch 5 bytes backwards ($CA1D29) CA/1D30: FF End queue CA/1D31: 61 Colorize color range [$04, $77] to color $07 CA/1D35: B0 Execute the following commands until $B1 2 times CA/1D37: 50 Tint screen (cumulative) with color $9F CA/1D39: B1 End block of repeating commands CA/1D3A: 96 Restore screen from fade CA/1D3B: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/1D3D: C0 Set vehicle/entity's event speed to slowest CA/1D3E: 9D Move vehicle/entity right 8 tiles CA/1D3F: 9D Move vehicle/entity right 8 tiles CA/1D40: 9D Move vehicle/entity right 8 tiles CA/1D41: 81 Move vehicle/entity right 1 tile CA/1D42: FF End queue CA/1D43: B5 Pause for 15 * 88 (1320) units CA/1D45: B0 Execute the following commands until $B1 29 times CA/1D47: 50 Tint screen (cumulative) with color $9F CA/1D49: B1 End block of repeating commands CA/1D4A: 94 Pause for 60 units CA/1D4B: 97 Fade screen to black CA/1D4C: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/1D4E: 5C Pause execution until fade in or fade out is complete CA/1D4F: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1D51: B2 Call subroutine $CAC97C CA/1D55: F9 Pause execution until the music passes through predetermined point $07 CA/1D57: BA Play ending cinematic $50 CA/1D59: C0 If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA1ED5 CA/1D5F: E7 Unknown command, parameter $0B CA/1D61: 6B Load map $0105 (Ending - Gau's / Shadow's / Strago's scenes) instantly, (upper bits $0400), place party at (12, 29), facing up CA/1D67: 60 Change background layer $0E to palette $13 CA/1D6A: 61 Colorize color range [$04, $FF] to color $07 CA/1D6E: 3D Create object $0B CA/1D70: 41 Show object $0B CA/1D72: 3D Create object $06 CA/1D74: 41 Show object $06 CA/1D76: 3D Create object $04 CA/1D78: 41 Show object $04 CA/1D7A: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/1D7C: D5 Set vehicle/entity's position to (19, 20) CA/1D7F: C3 Set vehicle/entity's event speed to fast CA/1D80: FF End queue CA/1D81: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/1D83: D5 Set vehicle/entity's position to (19, 20) CA/1D86: C3 Set vehicle/entity's event speed to fast CA/1D87: FF End queue CA/1D88: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CA/1D8A: D5 Set vehicle/entity's position to (19, 20) CA/1D8D: C3 Set vehicle/entity's event speed to fast CA/1D8E: FF End queue CA/1D8F: B2 Call subroutine $CAC819 CA/1D93: 96 Restore screen from fade CA/1D94: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CA/1D96: 8A Move vehicle/entity down 3 tiles CA/1D97: A2 Move vehicle/entity left/down 1x1 tiles CA/1D98: A2 Move vehicle/entity left/down 1x1 tiles CA/1D99: A2 Move vehicle/entity left/down 1x1 tiles CA/1D9A: 97 Move vehicle/entity left 6 tiles CA/1D9B: E0 Pause for 4 * 8 (32) frames CA/1D9D: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/1D9E: FF End queue CA/1D9F: 92 Pause for 30 units CA/1DA0: 0B Begin action queue for character $0B (Actor in stot 11), 10 bytes long CA/1DA2: 8A Move vehicle/entity down 3 tiles CA/1DA3: A2 Move vehicle/entity left/down 1x1 tiles CA/1DA4: A2 Move vehicle/entity left/down 1x1 tiles CA/1DA5: A2 Move vehicle/entity left/down 1x1 tiles CA/1DA6: 87 Move vehicle/entity left 2 tiles CA/1DA7: 82 Move vehicle/entity down 1 tile CA/1DA8: E0 Pause for 4 * 10 (40) frames CA/1DAA: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/1DAB: FF End queue CA/1DAC: 92 Pause for 30 units CA/1DAD: 04 Begin action queue for character $04 (Actor in stot 4), 13 bytes long (Wait until complete) CA/1DAF: 8A Move vehicle/entity down 3 tiles CA/1DB0: A2 Move vehicle/entity left/down 1x1 tiles CA/1DB1: A2 Move vehicle/entity left/down 1x1 tiles CA/1DB2: A2 Move vehicle/entity left/down 1x1 tiles CA/1DB3: 8F Move vehicle/entity left 4 tiles CA/1DB4: 1F Do vehicle/entity graphical action $1F CA/1DB5: E0 Pause for 4 * 3 (12) frames CA/1DB7: CF Turn vehicle/entity left CA/1DB8: E0 Pause for 4 * 6 (24) frames CA/1DBA: CD Turn vehicle/entity right CA/1DBB: FF End queue CA/1DBC: 93 Pause for 45 units CA/1DBD: 35 Pause execution until action queue for object $0B (Actor in stot 11) is complete CA/1DBF: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CA/1DC1: CF Turn vehicle/entity left CA/1DC2: E0 Pause for 4 * 4 (16) frames CA/1DC4: CC Turn vehicle/entity up CA/1DC5: FF End queue CA/1DC6: 4B Display dialogue message $0BF0, wait for button press (Show text only) (At bottom of screen) GAU: GAU find short cut! CA/1DC9: 0B Begin action queue for character $0B (Actor in stot 11), 15 bytes long (Wait until complete) CA/1DCB: C2 Set vehicle/entity's event speed to normal CA/1DCC: 81 Move vehicle/entity right 1 tile CA/1DCD: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1DCE: E0 Pause for 4 * 8 (32) frames CA/1DD0: C7 Set vehicle/entity to stay still when moving CA/1DD1: C8 Set object layering priority to 2 (low nibble 2) CA/1DD3: DC Make vehicle/entity jump (low) CA/1DD4: 81 Move vehicle/entity right 1 tile CA/1DD5: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/1DD6: E0 Pause for 4 * 8 (32) frames CA/1DD8: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1DD9: FF End queue CA/1DDA: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1DDC: 30 Begin action queue for character $30 (Camera), 8 bytes long CA/1DDE: C3 Set vehicle/entity's event speed to fast CA/1DDF: 9E Move vehicle/entity down 8 tiles CA/1DE0: 9E Move vehicle/entity down 8 tiles CA/1DE1: C2 Set vehicle/entity's event speed to normal CA/1DE2: 9E Move vehicle/entity down 8 tiles CA/1DE3: C1 Set vehicle/entity's event speed to slow CA/1DE4: A7 Move vehicle/entity right/down 1x2 tiles CA/1DE5: FF End queue CA/1DE6: 11 Begin action queue for character $11 (NPC $11), 21 bytes long CA/1DE8: DD Make vehicle/entity jump (high) CA/1DE9: A8 Move vehicle/entity left/down 1x2 tiles CA/1DEA: A8 Move vehicle/entity left/down 1x2 tiles CA/1DEB: DD Make vehicle/entity jump (high) CA/1DEC: 8E Move vehicle/entity down 4 tiles CA/1DED: DD Make vehicle/entity jump (high) CA/1DEE: A8 Move vehicle/entity left/down 1x2 tiles CA/1DEF: A8 Move vehicle/entity left/down 1x2 tiles CA/1DF0: DD Make vehicle/entity jump (high) CA/1DF1: A7 Move vehicle/entity right/down 1x2 tiles CA/1DF2: A7 Move vehicle/entity right/down 1x2 tiles CA/1DF3: DD Make vehicle/entity jump (high) CA/1DF4: A7 Move vehicle/entity right/down 1x2 tiles CA/1DF5: A7 Move vehicle/entity right/down 1x2 tiles CA/1DF6: DD Make vehicle/entity jump (high) CA/1DF7: A8 Move vehicle/entity left/down 1x2 tiles CA/1DF8: A8 Move vehicle/entity left/down 1x2 tiles CA/1DF9: DC Make vehicle/entity jump (low) CA/1DFA: A2 Move vehicle/entity left/down 1x1 tiles CA/1DFB: A2 Move vehicle/entity left/down 1x1 tiles CA/1DFC: FF End queue CA/1DFD: 12 Begin action queue for character $12 (NPC $12), 22 bytes long CA/1DFF: DD Make vehicle/entity jump (high) CA/1E00: 8E Move vehicle/entity down 4 tiles CA/1E01: C2 Set vehicle/entity's event speed to normal CA/1E02: DD Make vehicle/entity jump (high) CA/1E03: A2 Move vehicle/entity left/down 1x1 tiles CA/1E04: A2 Move vehicle/entity left/down 1x1 tiles CA/1E05: DD Make vehicle/entity jump (high) CA/1E06: A7 Move vehicle/entity right/down 1x2 tiles CA/1E07: DD Make vehicle/entity jump (high) CA/1E08: A7 Move vehicle/entity right/down 1x2 tiles CA/1E09: A8 Move vehicle/entity left/down 1x2 tiles CA/1E0A: A2 Move vehicle/entity left/down 1x1 tiles CA/1E0B: DD Make vehicle/entity jump (high) CA/1E0C: A6 Move vehicle/entity right/down 2x1 tiles CA/1E0D: DD Make vehicle/entity jump (high) CA/1E0E: 92 Move vehicle/entity down 5 tiles CA/1E0F: A7 Move vehicle/entity right/down 1x2 tiles CA/1E10: A7 Move vehicle/entity right/down 1x2 tiles CA/1E11: A7 Move vehicle/entity right/down 1x2 tiles CA/1E12: DD Make vehicle/entity jump (high) CA/1E13: 87 Move vehicle/entity left 2 tiles CA/1E14: FF End queue CA/1E15: 13 Begin action queue for character $13 (NPC $13), 25 bytes long CA/1E17: DC Make vehicle/entity jump (low) CA/1E18: A1 Move vehicle/entity right/down 1x1 tiles CA/1E19: A1 Move vehicle/entity right/down 1x1 tiles CA/1E1A: DD Make vehicle/entity jump (high) CA/1E1B: A9 Move vehicle/entity left/down 2x1 tiles CA/1E1C: A9 Move vehicle/entity left/down 2x1 tiles CA/1E1D: DD Make vehicle/entity jump (high) CA/1E1E: A7 Move vehicle/entity right/down 1x2 tiles CA/1E1F: A7 Move vehicle/entity right/down 1x2 tiles CA/1E20: DD Make vehicle/entity jump (high) CA/1E21: 8E Move vehicle/entity down 4 tiles CA/1E22: DC Make vehicle/entity jump (low) CA/1E23: A2 Move vehicle/entity left/down 1x1 tiles CA/1E24: A2 Move vehicle/entity left/down 1x1 tiles CA/1E25: DD Make vehicle/entity jump (high) CA/1E26: A6 Move vehicle/entity right/down 2x1 tiles CA/1E27: A7 Move vehicle/entity right/down 1x2 tiles CA/1E28: DD Make vehicle/entity jump (high) CA/1E29: A8 Move vehicle/entity left/down 1x2 tiles CA/1E2A: A8 Move vehicle/entity left/down 1x2 tiles CA/1E2B: DD Make vehicle/entity jump (high) CA/1E2C: A7 Move vehicle/entity right/down 1x2 tiles CA/1E2D: A7 Move vehicle/entity right/down 1x2 tiles CA/1E2E: 82 Move vehicle/entity down 1 tile CA/1E2F: FF End queue CA/1E30: 10 Begin action queue for character $10 (NPC $10), 19 bytes long CA/1E32: DD Make vehicle/entity jump (high) CA/1E33: 8E Move vehicle/entity down 4 tiles CA/1E34: DC Make vehicle/entity jump (low) CA/1E35: A8 Move vehicle/entity left/down 1x2 tiles CA/1E36: DD Make vehicle/entity jump (high) CA/1E37: A7 Move vehicle/entity right/down 1x2 tiles CA/1E38: A7 Move vehicle/entity right/down 1x2 tiles CA/1E39: DC Make vehicle/entity jump (low) CA/1E3A: A8 Move vehicle/entity left/down 1x2 tiles CA/1E3B: DD Make vehicle/entity jump (high) CA/1E3C: 9E Move vehicle/entity down 8 tiles CA/1E3D: DD Make vehicle/entity jump (high) CA/1E3E: A7 Move vehicle/entity right/down 1x2 tiles CA/1E3F: A7 Move vehicle/entity right/down 1x2 tiles CA/1E40: DD Make vehicle/entity jump (high) CA/1E41: 8E Move vehicle/entity down 4 tiles CA/1E42: DC Make vehicle/entity jump (low) CA/1E43: A3 Move vehicle/entity left/up 1x1 tiles CA/1E44: FF End queue CA/1E45: 0B Begin action queue for character $0B (Actor in stot 11), 4 bytes long (Wait until complete) CA/1E47: C3 Set vehicle/entity's event speed to fast CA/1E48: FC Branch 22 bytes backwards ($CA1E32) CA/1E4A: FF End queue CA/1E4B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1E4D: 94 Pause for 60 units CA/1E4E: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long (Wait until complete) CA/1E50: D5 Set vehicle/entity's position to (18, 49) CA/1E53: 8A Move vehicle/entity down 3 tiles CA/1E54: 1F Do vehicle/entity graphical action $1F CA/1E55: E0 Pause for 4 * 2 (8) frames CA/1E57: CE Turn vehicle/entity down CA/1E58: FF End queue CA/1E59: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/1E5B: D5 Set vehicle/entity's position to (17, 48) CA/1E5E: FC Branch 11 bytes backwards ($CA1E53) CA/1E60: FF End queue CA/1E61: 0B Begin action queue for character $0B (Actor in stot 11), 14 bytes long (Wait until complete) CA/1E63: 17 Do vehicle/entity graphical action $17 CA/1E64: E0 Pause for 4 * 6 (24) frames CA/1E66: DD Make vehicle/entity jump (high) CA/1E67: CC Turn vehicle/entity up CA/1E68: 17 Do vehicle/entity graphical action $17 CA/1E69: E0 Pause for 4 * 8 (32) frames CA/1E6B: DD Make vehicle/entity jump (high) CA/1E6C: CC Turn vehicle/entity up CA/1E6D: 17 Do vehicle/entity graphical action $17 CA/1E6E: E0 Pause for 4 * 8 (32) frames CA/1E70: FF End queue CA/1E71: 4B Display dialogue message $0BF0, wait for button press (Show text only) (At bottom of screen) GAU: GAU find short cut! CA/1E74: 94 Pause for 60 units CA/1E75: 0B Begin action queue for character $0B (Actor in stot 11), 6 bytes long (Wait until complete) CA/1E77: C6 Set vehicle/entity to walk when moving CA/1E78: A5 Move vehicle/entity right/up 2x1 tiles CA/1E79: 84 Move vehicle/entity up 2 tiles CA/1E7A: 83 Move vehicle/entity left 1 tile CA/1E7B: CE Turn vehicle/entity down CA/1E7C: FF End queue CA/1E7D: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/1E7F: 1F Do vehicle/entity graphical action $1F CA/1E80: C8 Set object layering priority to 2 (low nibble 2) CA/1E82: FF End queue CA/1E83: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CA/1E85: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1E86: E0 Pause for 4 * 2 (8) frames CA/1E88: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/1E89: FF End queue CA/1E8A: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CA/1E8C: C2 Set vehicle/entity's event speed to normal CA/1E8D: C7 Set vehicle/entity to stay still when moving CA/1E8E: 1F Do vehicle/entity graphical action $1F CA/1E8F: DC Make vehicle/entity jump (low) CA/1E90: 82 Move vehicle/entity down 1 tile CA/1E91: FF End queue CA/1E92: 06 Begin action queue for character $06 (Actor in stot 6), 11 bytes long CA/1E94: DD Make vehicle/entity jump (high) CA/1E95: 86 Move vehicle/entity down 2 tiles CA/1E96: DD Make vehicle/entity jump (high) CA/1E97: A7 Move vehicle/entity right/down 1x2 tiles CA/1E98: DD Make vehicle/entity jump (high) CA/1E99: 86 Move vehicle/entity down 2 tiles CA/1E9A: DD Make vehicle/entity jump (high) CA/1E9B: A8 Move vehicle/entity left/down 1x2 tiles CA/1E9C: DD Make vehicle/entity jump (high) CA/1E9D: A8 Move vehicle/entity left/down 1x2 tiles CA/1E9E: FF End queue CA/1E9F: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/1EA1: C2 Set vehicle/entity's event speed to normal CA/1EA2: FC Branch 14 bytes backwards ($CA1E94) CA/1EA4: FF End queue CA/1EA5: 95 Pause for 120 units CA/1EA6: 0B Begin action queue for character $0B (Actor in stot 11), 9 bytes long (Wait until complete) CA/1EA8: 86 Move vehicle/entity down 2 tiles CA/1EA9: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1EAA: E0 Pause for 4 * 4 (16) frames CA/1EAC: 0F Do vehicle/entity graphical action $0F CA/1EAD: DC Make vehicle/entity jump (low) CA/1EAE: A2 Move vehicle/entity left/down 1x1 tiles CA/1EAF: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1EB0: FF End queue CA/1EB1: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long CA/1EB3: DC Make vehicle/entity jump (low) CA/1EB4: 86 Move vehicle/entity down 2 tiles CA/1EB5: DD Make vehicle/entity jump (high) CA/1EB6: A9 Move vehicle/entity left/down 2x1 tiles CA/1EB7: A9 Move vehicle/entity left/down 2x1 tiles CA/1EB8: DC Make vehicle/entity jump (low) CA/1EB9: A9 Move vehicle/entity left/down 2x1 tiles CA/1EBA: FF End queue CA/1EBB: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/1EBD: C3 Set vehicle/entity's event speed to fast CA/1EBE: FC Branch 11 bytes backwards ($CA1EB3) CA/1EC0: FF End queue CA/1EC1: 91 Pause for 15 units CA/1EC2: 5A Fade screen at speed $08 CA/1EC4: 5C Pause execution until fade in or fade out is complete CA/1EC5: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/1EC7: C6 Set vehicle/entity to walk when moving CA/1EC8: C8 Set object layering priority to 0 (low nibble 0) CA/1ECA: FF End queue CA/1ECB: 0B Begin action queue for character $0B (Actor in stot 11), 2 bytes long (Wait until complete) CA/1ECD: C6 Set vehicle/entity to walk when moving CA/1ECE: FF End queue CA/1ECF: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA1F0B CA/1ED5: E7 Unknown command, parameter $0B CA/1ED7: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/1ED9: 6B Load map $00D5 (Crescent Mountain, caves, dark (ending without Gau)) instantly, (upper bits $0400), place party at (26, 20), facing up CA/1EDF: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/1EE1: 83 Move vehicle/entity left 1 tile CA/1EE2: FC Branch 1 bytes backwards ($CA1EE1) CA/1EE4: FF End queue CA/1EE5: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/1EE7: FC Branch 5 bytes backwards ($CA1EE2) CA/1EE9: FF End queue CA/1EEA: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/1EEC: FC Branch 5 bytes backwards ($CA1EE7) CA/1EEE: FF End queue CA/1EEF: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/1EF1: FC Branch 5 bytes backwards ($CA1EEC) CA/1EF3: FF End queue CA/1EF4: 61 Colorize color range [$04, $77] to color $07 CA/1EF8: B0 Execute the following commands until $B1 2 times CA/1EFA: 50 Tint screen (cumulative) with color $9F CA/1EFC: B1 End block of repeating commands CA/1EFD: 96 Restore screen from fade CA/1EFE: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/1F00: C0 Set vehicle/entity's event speed to slowest CA/1F01: 9F Move vehicle/entity left 8 tiles CA/1F02: 9F Move vehicle/entity left 8 tiles CA/1F03: 9F Move vehicle/entity left 8 tiles CA/1F04: 83 Move vehicle/entity left 1 tile CA/1F05: FF End queue CA/1F06: B5 Pause for 15 * 104 (1560) units CA/1F08: 97 Fade screen to black CA/1F09: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/1F0B: 5C Pause execution until fade in or fade out is complete CA/1F0C: 35 Pause execution until action queue for object $30 (Camera) is complete CA/1F0E: B2 Call subroutine $CAC97C CA/1F12: F9 Pause execution until the music passes through predetermined point $08 CA/1F14: BA Play ending cinematic $64 CA/1F16: 6B Load map $0104 (Ending - Locke and Celes' scene (with or without Locke)) instantly, (upper bits $0400), place party at (8, 10), facing up CA/1F1C: 60 Change background layer $0E to palette $08 CA/1F1F: 61 Colorize color range [$04, $FF] to color $07 CA/1F23: 3D Create object $06 CA/1F25: 41 Show object $06 CA/1F27: 3D Create object $09 CA/1F29: 41 Show object $09 CA/1F2B: 3D Create object $04 CA/1F2D: 41 Show object $04 CA/1F2F: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/1F31: D5 Set vehicle/entity's position to (0, 8) CA/1F34: C3 Set vehicle/entity's event speed to fast CA/1F35: FF End queue CA/1F36: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/1F38: D5 Set vehicle/entity's position to (0, 8) CA/1F3B: C3 Set vehicle/entity's event speed to fast CA/1F3C: FF End queue CA/1F3D: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/1F3F: D5 Set vehicle/entity's position to (0, 8) CA/1F42: C3 Set vehicle/entity's event speed to fast CA/1F43: FF End queue CA/1F44: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA1F61 CA/1F4A: 3D Create object $01 CA/1F4C: 41 Show object $01 CA/1F4E: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/1F50: D5 Set vehicle/entity's position to (0, 8) CA/1F53: C3 Set vehicle/entity's event speed to fast CA/1F54: FF End queue CA/1F55: 01 Begin action queue for character $01 (Actor in stot 1), 10 bytes long CA/1F57: E0 Pause for 4 * 48 (192) frames CA/1F59: 91 Move vehicle/entity right 5 tiles CA/1F5A: DC Make vehicle/entity jump (low) CA/1F5B: A5 Move vehicle/entity right/up 2x1 tiles CA/1F5C: 8D Move vehicle/entity right 4 tiles CA/1F5D: E0 Pause for 4 * 1 (4) frames CA/1F5F: 23 Do vehicle/entity graphical action $23 CA/1F60: FF End queue CA/1F61: B2 Call subroutine $CAC819 CA/1F65: 96 Restore screen from fade CA/1F66: 11 Begin action queue for character $11 (NPC $11), 8 bytes long CA/1F68: 91 Move vehicle/entity right 5 tiles CA/1F69: 80 Move vehicle/entity up 1 tile CA/1F6A: 95 Move vehicle/entity right 6 tiles CA/1F6B: 80 Move vehicle/entity up 1 tile CA/1F6C: 89 Move vehicle/entity right 3 tiles CA/1F6D: 86 Move vehicle/entity down 2 tiles CA/1F6E: 9D Move vehicle/entity right 8 tiles CA/1F6F: FF End queue CA/1F70: B5 Pause for 15 * 8 (120) units CA/1F72: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long CA/1F74: 91 Move vehicle/entity right 5 tiles CA/1F75: 80 Move vehicle/entity up 1 tile CA/1F76: 95 Move vehicle/entity right 6 tiles CA/1F77: 80 Move vehicle/entity up 1 tile CA/1F78: 85 Move vehicle/entity right 2 tiles CA/1F79: CE Turn vehicle/entity down CA/1F7A: FF End queue CA/1F7B: B5 Pause for 15 * 10 (150) units CA/1F7D: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long CA/1F7F: 91 Move vehicle/entity right 5 tiles CA/1F80: 80 Move vehicle/entity up 1 tile CA/1F81: 81 Move vehicle/entity right 1 tile CA/1F82: A6 Move vehicle/entity right/down 2x1 tiles CA/1F83: 89 Move vehicle/entity right 3 tiles CA/1F84: E0 Pause for 4 * 5 (20) frames CA/1F86: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1F87: FF End queue CA/1F88: B5 Pause for 15 * 10 (150) units CA/1F8A: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long CA/1F8C: 91 Move vehicle/entity right 5 tiles CA/1F8D: 80 Move vehicle/entity up 1 tile CA/1F8E: 85 Move vehicle/entity right 2 tiles CA/1F8F: C7 Set vehicle/entity to stay still when moving CA/1F90: 1F Do vehicle/entity graphical action $1F CA/1F91: C1 Set vehicle/entity's event speed to slow CA/1F92: 81 Move vehicle/entity right 1 tile CA/1F93: FF End queue CA/1F94: 93 Pause for 45 units CA/1F95: 3D Create object $10 CA/1F97: 45 Refresh objects CA/1F98: 41 Show object $10 CA/1F9A: 35 Pause execution until action queue for object $06 (Actor in stot 6) is complete CA/1F9C: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/1F9E: 0F Do vehicle/entity graphical action $0F CA/1F9F: E0 Pause for 4 * 3 (12) frames CA/1FA1: 0A Do vehicle/entity graphical action $0A CA/1FA2: FF End queue CA/1FA3: 92 Pause for 30 units CA/1FA4: 4B Display dialogue message $0BF3, wait for button press (Show text only) (At bottom of screen) Come on! This floor's about to break apart! CA/1FA7: B0 Execute the following commands until $B1 3 times CA/1FA9: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1FAB: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/1FAC: FF End queue CA/1FAD: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/1FAF: CD Turn vehicle/entity right CA/1FB0: FF End queue CA/1FB1: B1 End block of repeating commands CA/1FB2: 91 Pause for 15 units CA/1FB3: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CA/1FB5: C6 Set vehicle/entity to walk when moving CA/1FB6: C3 Set vehicle/entity's event speed to fast CA/1FB7: 8B Move vehicle/entity left 3 tiles CA/1FB8: E0 Pause for 4 * 4 (16) frames CA/1FBA: 09 Do vehicle/entity graphical action $09 (kneeling) CA/1FBB: FF End queue CA/1FBC: 92 Pause for 30 units CA/1FBD: 3E Delete object $10 CA/1FBF: 93 Pause for 45 units CA/1FC0: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/1FC2: CE Turn vehicle/entity down CA/1FC3: E0 Pause for 4 * 4 (16) frames CA/1FC5: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/1FC6: FF End queue CA/1FC7: 93 Pause for 45 units CA/1FC8: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long CA/1FCA: C7 Set vehicle/entity to stay still when moving CA/1FCB: C2 Set vehicle/entity's event speed to normal CA/1FCC: DD Make vehicle/entity jump (high) CA/1FCD: CE Turn vehicle/entity down CA/1FCE: 1F Do vehicle/entity graphical action $1F CA/1FCF: FF End queue CA/1FD0: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1FD2: 74 Replace current map's Layer 2 at (0, 7) with the following (3 x 2) chunk CA/1FD7: $00, $00, $00 CA/1FDA: $00, $00, $00 CA/1FDD: 74 Replace current map's Layer 2 at (0, 71) with the following (3 x 2) chunk CA/1FE2: $A2, $A3, $B2 CA/1FE5: $B3, $17, $18 CA/1FE8: 75 Refresh map after alteration CA/1FE9: 5E Scroll Layer 2, speed 0 x 248 CA/1FEC: 92 Pause for 30 units CA/1FED: 5E Scroll Layer 2, speed 0 x 0 CA/1FF0: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/1FF2: 74 Replace current map's Layer 2 at (2, 7) with the following (4 x 2) chunk CA/1FF7: $00, $00, $00, $00 CA/1FFB: $00, $00, $00, $00 CA/1FFF: 74 Replace current map's Layer 2 at (2, 70) with the following (4 x 2) chunk CA/2004: $00, $B2, $A2, $A3 CA/2008: $B2, $B3, $17, $18 CA/200C: 75 Refresh map after alteration CA/200D: 5E Scroll Layer 2, speed 0 x 248 CA/2010: 92 Pause for 30 units CA/2011: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/2013: CF Turn vehicle/entity left CA/2014: E0 Pause for 4 * 3 (12) frames CA/2016: CE Turn vehicle/entity down CA/2017: E0 Pause for 4 * 2 (8) frames CA/2019: 20 Do vehicle/entity graphical action $20 CA/201A: FF End queue CA/201B: 5E Scroll Layer 2, speed 0 x 0 CA/201E: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/2020: 74 Replace current map's Layer 2 at (4, 7) with the following (3 x 2) chunk CA/2025: $00, $00, $00 CA/2028: $00, $00, $00 CA/202B: 74 Replace current map's Layer 2 at (4, 68) with the following (3 x 2) chunk CA/2030: $A2, $A3, $B2 CA/2033: $B3, $17, $18 CA/2036: 75 Refresh map after alteration CA/2037: 06 Begin action queue for character $06 (Actor in stot 6), 10 bytes long CA/2039: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/203A: C7 Set vehicle/entity to stay still when moving CA/203B: C1 Set vehicle/entity's event speed to slow CA/203C: 86 Move vehicle/entity down 2 tiles CA/203D: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/203E: DC Make vehicle/entity jump (low) CA/203F: C2 Set vehicle/entity's event speed to normal CA/2040: 81 Move vehicle/entity right 1 tile CA/2041: 17 Do vehicle/entity graphical action $17 CA/2042: FF End queue CA/2043: 5E Scroll Layer 2, speed 0 x 248 CA/2046: 94 Pause for 60 units CA/2047: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2079 CA/204D: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long (Wait until complete) CA/204F: 1F Do vehicle/entity graphical action $1F CA/2050: E0 Pause for 4 * 6 (24) frames CA/2052: 8F Move vehicle/entity left 4 tiles CA/2053: C7 Set vehicle/entity to stay still when moving CA/2054: 28 Do vehicle/entity graphical action $28 CA/2055: C2 Set vehicle/entity's event speed to normal CA/2056: A2 Move vehicle/entity left/down 1x1 tiles CA/2057: FF End queue CA/2058: B5 Pause for 15 * 6 (90) units CA/205A: 5E Scroll Layer 2, speed 0 x 0 CA/205D: 4B Display dialogue message $0BF4, wait for button press (Show text only) (At bottom of screen) CELES: LOCKE!! CA/2060: 91 Pause for 15 units CA/2061: 4B Display dialogue message $0BF5, wait for button press (Show text only) (At bottom of screen) LOCKE: I will not let go… …I promise! CA/2064: 94 Pause for 60 units CA/2065: 01 Begin action queue for character $01 (Actor in stot 1), 12 bytes long CA/2067: C7 Set vehicle/entity to stay still when moving CA/2068: C3 Set vehicle/entity's event speed to fast CA/2069: 0F Do vehicle/entity graphical action $0F CA/206A: A0 Move vehicle/entity right/up 1x1 tiles CA/206B: C1 Set vehicle/entity's event speed to slow CA/206C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/206D: 81 Move vehicle/entity right 1 tile CA/206E: C6 Set vehicle/entity to walk when moving CA/206F: E0 Pause for 4 * 8 (32) frames CA/2071: CF Turn vehicle/entity left CA/2072: FF End queue CA/2073: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA2092 CA/2079: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long (Wait until complete) CA/207B: 1F Do vehicle/entity graphical action $1F CA/207C: E0 Pause for 4 * 6 (24) frames CA/207E: 8F Move vehicle/entity left 4 tiles CA/207F: C7 Set vehicle/entity to stay still when moving CA/2080: 28 Do vehicle/entity graphical action $28 CA/2081: C2 Set vehicle/entity's event speed to normal CA/2082: 83 Move vehicle/entity left 1 tile CA/2083: FF End queue CA/2084: B5 Pause for 15 * 6 (90) units CA/2086: 5E Scroll Layer 2, speed 0 x 0 CA/2089: 4B Display dialogue message $0BF6, wait for button press (Show text only) (At bottom of screen) SETZER: Don't fall! Remember, you promised me you'd do your “Maria” act again! CA/208C: 94 Pause for 60 units CA/208D: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/208F: FC Branch 37 bytes backwards ($CA206A) CA/2091: FF End queue CA/2092: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long CA/2094: DD Make vehicle/entity jump (high) CA/2095: 84 Move vehicle/entity up 2 tiles CA/2096: 28 Do vehicle/entity graphical action $28 CA/2097: FF End queue CA/2098: 94 Pause for 60 units CA/2099: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/209B: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/209C: FF End queue CA/209D: 92 Pause for 30 units CA/209E: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA20BB CA/20A4: 01 Begin action queue for character $01 (Actor in stot 1), 12 bytes long (Wait until complete) CA/20A6: C2 Set vehicle/entity's event speed to normal CA/20A7: 83 Move vehicle/entity left 1 tile CA/20A8: E0 Pause for 4 * 4 (16) frames CA/20AA: 0F Do vehicle/entity graphical action $0F CA/20AB: E0 Pause for 4 * 1 (4) frames CA/20AD: CF Turn vehicle/entity left CA/20AE: E0 Pause for 4 * 2 (8) frames CA/20B0: 22 Do vehicle/entity graphical action $22 CA/20B1: FF End queue CA/20B2: 4B Display dialogue message $0BF7, wait for button press (Show text only) (At bottom of screen) You almost ate it trying to pick up that silly trinket! CA/20B5: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA20C3 CA/20BB: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete) CA/20BD: FC Branch 20 bytes backwards ($CA20A9) CA/20BF: FF End queue CA/20C0: 4B Display dialogue message $0BF8, wait for button press (Show text only) (At bottom of screen) SETZER: What a woman! Your life is hanging by a bandana! CA/20C3: 94 Pause for 60 units CA/20C4: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/20C6: A1 Move vehicle/entity right/down 1x1 tiles CA/20C7: 8D Move vehicle/entity right 4 tiles CA/20C8: FF End queue CA/20C9: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2127 CA/20CF: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/20D1: CE Turn vehicle/entity down CA/20D2: E0 Pause for 4 * 6 (24) frames CA/20D4: 20 Do vehicle/entity graphical action $20 CA/20D5: FF End queue CA/20D6: 92 Pause for 30 units CA/20D7: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/20D9: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long CA/20DB: E0 Pause for 4 * 4 (16) frames CA/20DD: 84 Move vehicle/entity up 2 tiles CA/20DE: 89 Move vehicle/entity right 3 tiles CA/20DF: 82 Move vehicle/entity down 1 tile CA/20E0: 9D Move vehicle/entity right 8 tiles CA/20E1: FF End queue CA/20E2: 01 Begin action queue for character $01 (Actor in stot 1), 15 bytes long (Wait until complete) CA/20E4: 1F Do vehicle/entity graphical action $1F CA/20E5: E0 Pause for 4 * 10 (40) frames CA/20E7: CF Turn vehicle/entity left CA/20E8: E0 Pause for 4 * 4 (16) frames CA/20EA: 80 Move vehicle/entity up 1 tile CA/20EB: 83 Move vehicle/entity left 1 tile CA/20EC: 20 Do vehicle/entity graphical action $20 CA/20ED: E0 Pause for 4 * 4 (16) frames CA/20EF: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/20F0: C7 Set vehicle/entity to stay still when moving CA/20F1: C3 Set vehicle/entity's event speed to fast CA/20F2: FF End queue CA/20F3: 01 Begin action queue for character $01 (Actor in stot 1), 19 bytes long CA/20F5: A1 Move vehicle/entity right/down 1x1 tiles CA/20F6: 8D Move vehicle/entity right 4 tiles CA/20F7: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/20F8: E0 Pause for 4 * 2 (8) frames CA/20FA: 19 Do vehicle/entity graphical action $19 CA/20FB: C2 Set vehicle/entity's event speed to normal CA/20FC: DD Make vehicle/entity jump (high) CA/20FD: 85 Move vehicle/entity right 2 tiles CA/20FE: C6 Set vehicle/entity to walk when moving CA/20FF: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2100: E0 Pause for 4 * 3 (12) frames CA/2102: C3 Set vehicle/entity's event speed to fast CA/2103: CD Turn vehicle/entity right CA/2104: E0 Pause for 4 * 12 (48) frames CA/2106: 95 Move vehicle/entity right 6 tiles CA/2107: FF End queue CA/2108: 06 Begin action queue for character $06 (Actor in stot 6), 22 bytes long (Wait until complete) CA/210A: C3 Set vehicle/entity's event speed to fast CA/210B: 0B Do vehicle/entity graphical action $0B CA/210C: A1 Move vehicle/entity right/down 1x1 tiles CA/210D: 8D Move vehicle/entity right 4 tiles CA/210E: 09 Do vehicle/entity graphical action $09 (kneeling) CA/210F: E0 Pause for 4 * 2 (8) frames CA/2111: 0B Do vehicle/entity graphical action $0B CA/2112: C2 Set vehicle/entity's event speed to normal CA/2113: DD Make vehicle/entity jump (high) CA/2114: 85 Move vehicle/entity right 2 tiles CA/2115: C6 Set vehicle/entity to walk when moving CA/2116: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2117: E0 Pause for 4 * 3 (12) frames CA/2119: C3 Set vehicle/entity's event speed to fast CA/211A: A0 Move vehicle/entity right/up 1x1 tiles CA/211B: CF Turn vehicle/entity left CA/211C: E0 Pause for 4 * 4 (16) frames CA/211E: 95 Move vehicle/entity right 6 tiles CA/211F: FF End queue CA/2120: 93 Pause for 45 units CA/2121: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA2154 CA/2127: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/2129: 91 Pause for 15 units CA/212A: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long CA/212C: C6 Set vehicle/entity to walk when moving CA/212D: C3 Set vehicle/entity's event speed to fast CA/212E: 89 Move vehicle/entity right 3 tiles CA/212F: 80 Move vehicle/entity up 1 tile CA/2130: 85 Move vehicle/entity right 2 tiles CA/2131: A1 Move vehicle/entity right/down 1x1 tiles CA/2132: A1 Move vehicle/entity right/down 1x1 tiles CA/2133: 91 Move vehicle/entity right 5 tiles CA/2134: FF End queue CA/2135: 94 Pause for 60 units CA/2136: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long (Wait until complete) CA/2138: CD Turn vehicle/entity right CA/2139: E0 Pause for 4 * 8 (32) frames CA/213B: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/213C: C6 Set vehicle/entity to walk when moving CA/213D: C2 Set vehicle/entity's event speed to normal CA/213E: FF End queue CA/213F: 4B Display dialogue message $0BF9, wait for button press (Show text only) (At bottom of screen) CELES: This is my good luck charm… When I found this, my life took a turn for the better… CA/2142: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/2144: 89 Move vehicle/entity right 3 tiles CA/2145: 23 Do vehicle/entity graphical action $23 CA/2146: FF End queue CA/2147: 4B Display dialogue message $0BFA, wait for button press (Show text only) (At bottom of screen) CELES: LOCKE… Promise me someday you'll look after me again?! CA/214A: 92 Pause for 30 units CA/214B: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long CA/214D: C3 Set vehicle/entity's event speed to fast CA/214E: A5 Move vehicle/entity right/up 2x1 tiles CA/214F: 89 Move vehicle/entity right 3 tiles CA/2150: 86 Move vehicle/entity down 2 tiles CA/2151: 89 Move vehicle/entity right 3 tiles CA/2152: FF End queue CA/2153: 94 Pause for 60 units CA/2154: 5A Fade screen at speed $04 CA/2156: 5C Pause execution until fade in or fade out is complete CA/2157: B2 Call subroutine $CAC97C CA/215B: F9 Pause execution until the music passes through predetermined point $09 CA/215D: BA Play ending cinematic $5A CA/215F: E7 Unknown command, parameter $00 CA/2161: 6B Load map $010C (Ending - Terra's scene) instantly, (upper bits $0400), place party at (28, 32), facing up CA/2167: 60 Change background layer $0E to palette $08 CA/216A: 61 Colorize color range [$04, $FF] to color $07 CA/216E: 3D Create object $06 CA/2170: 3D Create object $09 CA/2172: 3D Create object $04 CA/2174: 41 Show object $04 CA/2176: 41 Show object $09 CA/2178: 41 Show object $06 CA/217A: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/217C: D5 Set vehicle/entity's position to (0, 0) CA/217F: C3 Set vehicle/entity's event speed to fast CA/2180: FF End queue CA/2181: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/2183: D5 Set vehicle/entity's position to (0, 0) CA/2186: C3 Set vehicle/entity's event speed to fast CA/2187: FF End queue CA/2188: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/218A: D5 Set vehicle/entity's position to (0, 0) CA/218D: C3 Set vehicle/entity's event speed to fast CA/218E: FF End queue CA/218F: B2 Call subroutine $CAC819 CA/2193: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/2195: 96 Restore screen from fade CA/2196: 3D Create object $10 CA/2198: 41 Show object $10 CA/219A: 45 Refresh objects CA/219B: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/219D: 92 Move vehicle/entity down 5 tiles CA/219E: 9F Move vehicle/entity left 8 tiles CA/219F: 93 Move vehicle/entity left 5 tiles CA/21A0: 1F Do vehicle/entity graphical action $1F CA/21A1: E0 Pause for 4 * 6 (24) frames CA/21A3: CE Turn vehicle/entity down CA/21A4: E0 Pause for 4 * 6 (24) frames CA/21A6: 20 Do vehicle/entity graphical action $20 CA/21A7: FF End queue CA/21A8: 92 Pause for 30 units CA/21A9: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/21AB: C2 Set vehicle/entity's event speed to normal CA/21AC: A2 Move vehicle/entity left/down 1x1 tiles CA/21AD: A2 Move vehicle/entity left/down 1x1 tiles CA/21AE: 9B Move vehicle/entity left 7 tiles CA/21AF: C1 Set vehicle/entity's event speed to slow CA/21B0: 83 Move vehicle/entity left 1 tile CA/21B1: FF End queue CA/21B2: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CA/21B4: D5 Set vehicle/entity's position to (31, 27) CA/21B7: 92 Move vehicle/entity down 5 tiles CA/21B8: 93 Move vehicle/entity left 5 tiles CA/21B9: A9 Move vehicle/entity left/down 2x1 tiles CA/21BA: 9F Move vehicle/entity left 8 tiles CA/21BB: CD Turn vehicle/entity right CA/21BC: FF End queue CA/21BD: 91 Pause for 15 units CA/21BE: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CA/21C0: D5 Set vehicle/entity's position to (31, 27) CA/21C3: 92 Move vehicle/entity down 5 tiles CA/21C4: 9F Move vehicle/entity left 8 tiles CA/21C5: A9 Move vehicle/entity left/down 2x1 tiles CA/21C6: 8F Move vehicle/entity left 4 tiles CA/21C7: CD Turn vehicle/entity right CA/21C8: FF End queue CA/21C9: 91 Pause for 15 units CA/21CA: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete) CA/21CC: D5 Set vehicle/entity's position to (31, 27) CA/21CF: 92 Move vehicle/entity down 5 tiles CA/21D0: 9F Move vehicle/entity left 8 tiles CA/21D1: A9 Move vehicle/entity left/down 2x1 tiles CA/21D2: 83 Move vehicle/entity left 1 tile CA/21D3: FF End queue CA/21D4: 35 Pause execution until action queue for object $30 (Camera) is complete CA/21D6: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/21D8: 84 Move vehicle/entity up 2 tiles CA/21D9: FF End queue CA/21DA: 92 Pause for 30 units CA/21DB: 3D Create object $11 CA/21DD: 41 Show object $11 CA/21DF: 45 Refresh objects CA/21E0: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/21E2: 92 Pause for 30 units CA/21E3: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/21E5: 80 Move vehicle/entity up 1 tile CA/21E6: 82 Move vehicle/entity down 1 tile CA/21E7: E0 Pause for 4 * 3 (12) frames CA/21E9: C3 Set vehicle/entity's event speed to fast CA/21EA: DD Make vehicle/entity jump (high) CA/21EB: 8C Move vehicle/entity up 4 tiles CA/21EC: C0 Set vehicle/entity's event speed to slowest CA/21ED: 80 Move vehicle/entity up 1 tile CA/21EE: 82 Move vehicle/entity down 1 tile CA/21EF: FC Branch 2 bytes backwards ($CA21ED) CA/21F1: FF End queue CA/21F2: 95 Pause for 120 units CA/21F3: 35 Pause execution until action queue for object $30 (Camera) is complete CA/21F5: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/21F7: CD Turn vehicle/entity right CA/21F8: E0 Pause for 4 * 2 (8) frames CA/21FA: CC Turn vehicle/entity up CA/21FB: FF End queue CA/21FC: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/21FE: CC Turn vehicle/entity up CA/21FF: FF End queue CA/2200: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/2202: CC Turn vehicle/entity up CA/2203: FF End queue CA/2204: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/2206: CC Turn vehicle/entity up CA/2207: FF End queue CA/2208: 94 Pause for 60 units CA/2209: 4B Display dialogue message $0BFB, wait for button press (Show text only) (At bottom of screen) TERRA: Father……? CA/220C: 4B Display dialogue message $0BFC, wait for button press (Show text only) (At bottom of screen) MADUIN: TERRA…we must part now. We Espers will disappear from this world… forever. CA/220F: 4B Display dialogue message $0BFD, wait for button press (Show text only) (At bottom of screen) MADUIN: But if the human part of you is very strongly attached to something or someone… You will probably be able to remain in this world as a human being… CA/2212: 92 Pause for 30 units CA/2213: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/2215: 21 Do vehicle/entity graphical action $21 CA/2216: E0 Pause for 4 * 1 (4) frames CA/2218: CC Turn vehicle/entity up CA/2219: FF End queue CA/221A: 92 Pause for 30 units CA/221B: 3E Delete object $11 CA/221D: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CA/221F: D5 Set vehicle/entity's position to (18, 28) CA/2222: 80 Move vehicle/entity up 1 tile CA/2223: D1 Make vehicle/entity disappear CA/2224: FF End queue CA/2225: 13 Begin action queue for character $13 (NPC $13), 6 bytes long (Wait until complete) CA/2227: D5 Set vehicle/entity's position to (18, 27) CA/222A: 80 Move vehicle/entity up 1 tile CA/222B: D1 Make vehicle/entity disappear CA/222C: FF End queue CA/222D: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CA/222F: D5 Set vehicle/entity's position to (18, 26) CA/2232: 80 Move vehicle/entity up 1 tile CA/2233: D1 Make vehicle/entity disappear CA/2234: FF End queue CA/2235: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/2237: 86 Move vehicle/entity down 2 tiles CA/2238: FF End queue CA/2239: 92 Pause for 30 units CA/223A: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/223C: C2 Set vehicle/entity's event speed to normal CA/223D: 87 Move vehicle/entity left 2 tiles CA/223E: FF End queue CA/223F: 92 Pause for 30 units CA/2240: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/2242: 9F Move vehicle/entity left 8 tiles CA/2243: FF End queue CA/2244: 91 Pause for 15 units CA/2245: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/2247: 9F Move vehicle/entity left 8 tiles CA/2248: 9F Move vehicle/entity left 8 tiles CA/2249: FF End queue CA/224A: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/224C: 9F Move vehicle/entity left 8 tiles CA/224D: FF End queue CA/224E: B5 Pause for 15 * 8 (120) units CA/2250: B0 Execute the following commands until $B1 3 times CA/2252: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/2254: 15 Do vehicle/entity graphical action $15 CA/2255: FF End queue CA/2256: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/2258: CF Turn vehicle/entity left CA/2259: FF End queue CA/225A: B1 End block of repeating commands CA/225B: B5 Pause for 15 * 8 (120) units CA/225D: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CA/225F: CC Turn vehicle/entity up CA/2260: E0 Pause for 4 * 16 (64) frames CA/2262: C3 Set vehicle/entity's event speed to fast CA/2263: 9F Move vehicle/entity left 8 tiles CA/2264: 87 Move vehicle/entity left 2 tiles CA/2265: FF End queue CA/2266: 5A Fade screen at speed $08 CA/2268: 5C Pause execution until fade in or fade out is complete CA/2269: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA226F CA/226F: B2 Call subroutine $CAC97C CA/2273: F9 Pause execution until the music passes through predetermined point $0A CA/2275: BA Play ending cinematic $6E CA/2277: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA240E CA/227D: E7 Unknown command, parameter $08 CA/227F: 6B Load map $019A (Kefka's Tower, third group factory areas (inc. ending - Relm's scene)) instantly, (upper bits $0400), place party at (36, 43), facing up CA/2285: 61 Colorize color range [$04, $FF] to color $07 CA/2289: 3D Create object $08 CA/228B: 41 Show object $08 CA/228D: B2 Call subroutine $CAC819 CA/2291: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA232E CA/2297: 3D Create object $07 CA/2299: 41 Show object $07 CA/229B: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long CA/229D: D5 Set vehicle/entity's position to (36, 38) CA/22A0: CE Turn vehicle/entity down CA/22A1: C1 Set vehicle/entity's event speed to slow CA/22A2: FF End queue CA/22A3: 08 Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete) CA/22A5: D5 Set vehicle/entity's position to (36, 39) CA/22A8: CE Turn vehicle/entity down CA/22A9: C1 Set vehicle/entity's event speed to slow CA/22AA: FF End queue CA/22AB: 96 Restore screen from fade CA/22AC: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long CA/22AE: 8E Move vehicle/entity down 4 tiles CA/22AF: CD Turn vehicle/entity right CA/22B0: FF End queue CA/22B1: 07 Begin action queue for character $07 (Actor in stot 7), 12 bytes long CA/22B3: 8A Move vehicle/entity down 3 tiles CA/22B4: C0 Set vehicle/entity's event speed to slowest CA/22B5: 82 Move vehicle/entity down 1 tile CA/22B6: 00 Do vehicle/entity graphical action $00 CA/22B7: E0 Pause for 4 * 1 (4) frames CA/22B9: 01 Do vehicle/entity graphical action $01 CA/22BA: E0 Pause for 4 * 1 (4) frames CA/22BC: FC Branch 6 bytes backwards ($CA22B6) CA/22BE: FF End queue CA/22BF: 95 Pause for 120 units CA/22C0: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete) CA/22C2: 09 Do vehicle/entity graphical action $09 (kneeling) CA/22C3: C7 Set vehicle/entity to stay still when moving CA/22C4: C1 Set vehicle/entity's event speed to slow CA/22C5: 88 Move vehicle/entity up 3 tiles CA/22C6: C6 Set vehicle/entity to walk when moving CA/22C7: FF End queue CA/22C8: 08 Begin action queue for character $08 (Actor in stot 8), 9 bytes long (Wait until complete) CA/22CA: 1F Do vehicle/entity graphical action $1F CA/22CB: E0 Pause for 4 * 2 (8) frames CA/22CD: C3 Set vehicle/entity's event speed to fast CA/22CE: 88 Move vehicle/entity up 3 tiles CA/22CF: 17 Do vehicle/entity graphical action $17 CA/22D0: C7 Set vehicle/entity to stay still when moving CA/22D1: C1 Set vehicle/entity's event speed to slow CA/22D2: FF End queue CA/22D3: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CA/22D5: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/22D6: FF End queue CA/22D7: 4B Display dialogue message $0BFE, wait for button press (Show text only) (At bottom of screen) RELM: Grandpa! Stop goofing around!! CA/22DA: 08 Begin action queue for character $08 (Actor in stot 8), 7 bytes long (Wait until complete) CA/22DC: C6 Set vehicle/entity to walk when moving CA/22DD: 80 Move vehicle/entity up 1 tile CA/22DE: CD Turn vehicle/entity right CA/22DF: E0 Pause for 4 * 3 (12) frames CA/22E1: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/22E2: FF End queue CA/22E3: 93 Pause for 45 units CA/22E4: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CA/22E6: DC Make vehicle/entity jump (low) CA/22E7: CE Turn vehicle/entity down CA/22E8: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/22E9: 20 Do vehicle/entity graphical action $20 CA/22EA: FF End queue CA/22EB: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CA/22ED: 20 Do vehicle/entity graphical action $20 CA/22EE: FF End queue CA/22EF: 4B Display dialogue message $0BFF, wait for button press (Show text only) (At bottom of screen) STRAGO: Sorry, dear… RELM: If I hear even a peep out of you, I'm gonna draw your portrait! CA/22F2: 07 Begin action queue for character $07 (Actor in stot 7), 12 bytes long CA/22F4: DC Make vehicle/entity jump (low) CA/22F5: 1F Do vehicle/entity graphical action $1F CA/22F6: 80 Move vehicle/entity up 1 tile CA/22F7: CE Turn vehicle/entity down CA/22F8: E0 Pause for 4 * 1 (4) frames CA/22FA: 1F Do vehicle/entity graphical action $1F CA/22FB: E0 Pause for 4 * 1 (4) frames CA/22FD: FC Branch 6 bytes backwards ($CA22F7) CA/22FF: FF End queue CA/2300: 4B Display dialogue message $0C00, wait for button press (Show text only) (At bottom of screen) STRAGO: No! Anything but that! CA/2303: 08 Begin action queue for character $08 (Actor in stot 8), 6 bytes long (Wait until complete) CA/2305: 80 Move vehicle/entity up 1 tile CA/2306: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2307: E0 Pause for 4 * 8 (32) frames CA/2309: 20 Do vehicle/entity graphical action $20 CA/230A: FF End queue CA/230B: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete) CA/230D: DC Make vehicle/entity jump (low) CA/230E: CE Turn vehicle/entity down CA/230F: FF End queue CA/2310: 08 Begin action queue for character $08 (Actor in stot 8), 9 bytes long CA/2312: E0 Pause for 4 * 13 (52) frames CA/2314: C1 Set vehicle/entity's event speed to slow CA/2315: 82 Move vehicle/entity down 1 tile CA/2316: E0 Pause for 4 * 10 (40) frames CA/2318: FC Branch 3 bytes backwards ($CA2315) CA/231A: FF End queue CA/231B: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long CA/231D: FC Branch 11 bytes backwards ($CA2312) CA/231F: FF End queue CA/2320: 4B Display dialogue message $0C01, wait for button press (Show text only) (At bottom of screen) RELM: … …but you know… Just once I'd really like to do a portrait of you…on canvas, of course! CA/2323: 91 Pause for 15 units CA/2324: 4B Display dialogue message $0C02, wait for button press (Show text only) (At bottom of screen) STRAGO: RELM! How can you be thinking about pictures at a time like this?! CA/2327: 92 Pause for 30 units CA/2328: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA23E5 CA/232E: 3D Create object $09 CA/2330: 41 Show object $09 CA/2332: 3D Create object $06 CA/2334: 41 Show object $06 CA/2336: 3D Create object $04 CA/2338: 41 Show object $04 CA/233A: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/233C: D5 Set vehicle/entity's position to (36, 36) CA/233F: C3 Set vehicle/entity's event speed to fast CA/2340: FF End queue CA/2341: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/2343: D5 Set vehicle/entity's position to (36, 36) CA/2346: C3 Set vehicle/entity's event speed to fast CA/2347: FF End queue CA/2348: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/234A: D5 Set vehicle/entity's position to (36, 36) CA/234D: C3 Set vehicle/entity's event speed to fast CA/234E: FF End queue CA/234F: 08 Begin action queue for character $08 (Actor in stot 8), 4 bytes long (Wait until complete) CA/2351: D5 Set vehicle/entity's position to (36, 36) CA/2354: FF End queue CA/2355: 96 Restore screen from fade CA/2356: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete) CA/2358: C3 Set vehicle/entity's event speed to fast CA/2359: 86 Move vehicle/entity down 2 tiles CA/235A: FF End queue CA/235B: 06 Begin action queue for character $06 (Actor in stot 6), 16 bytes long CA/235D: E0 Pause for 4 * 36 (144) frames CA/235F: 8A Move vehicle/entity down 3 tiles CA/2360: C2 Set vehicle/entity's event speed to normal CA/2361: DC Make vehicle/entity jump (low) CA/2362: A1 Move vehicle/entity right/down 1x1 tiles CA/2363: 82 Move vehicle/entity down 1 tile CA/2364: DC Make vehicle/entity jump (low) CA/2365: A2 Move vehicle/entity left/down 1x1 tiles CA/2366: C3 Set vehicle/entity's event speed to fast CA/2367: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/2368: E0 Pause for 4 * 40 (160) frames CA/236A: 8A Move vehicle/entity down 3 tiles CA/236B: D1 Make vehicle/entity disappear CA/236C: FF End queue CA/236D: B2 Call subroutine $CA23EC CA/2371: 4B Display dialogue message $0C08, wait for button press (Show text only) (At bottom of screen) RELM: I won't be done in by an older woman! CA/2374: 92 Pause for 30 units CA/2375: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/2377: FC Branch 26 bytes backwards ($CA235D) CA/2379: FF End queue CA/237A: B2 Call subroutine $CA23EC CA/237E: 4B Display dialogue message $0C09, wait for button press (Show text only) (At bottom of screen) RELM: Wait a minute, lover boy! CA/2381: 92 Pause for 30 units CA/2382: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/2384: FC Branch 13 bytes backwards ($CA2377) CA/2386: FF End queue CA/2387: B2 Call subroutine $CA23EC CA/238B: 4B Display dialogue message $0C0A, wait for button press (Show text only) (At bottom of screen) RELM: You can't just throw me aside! CA/238E: 92 Pause for 30 units CA/238F: 08 Begin action queue for character $08 (Actor in stot 8), 12 bytes long CA/2391: C6 Set vehicle/entity to walk when moving CA/2392: 82 Move vehicle/entity down 1 tile CA/2393: C8 Set object layering priority to 2 (low nibble 2) CA/2395: DC Make vehicle/entity jump (low) CA/2396: CE Turn vehicle/entity down CA/2397: 19 Do vehicle/entity graphical action $19 CA/2398: E0 Pause for 4 * 8 (32) frames CA/239A: FC Branch 5 bytes backwards ($CA2395) CA/239C: FF End queue CA/239D: 4B Display dialogue message $0C0B, wait for button press (Show text only) (At bottom of screen) RELM: How about a nice portrait for you, hmm?! CA/23A0: 41 Show object $06 CA/23A2: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/23A4: 1F Do vehicle/entity graphical action $1F CA/23A5: C7 Set vehicle/entity to stay still when moving CA/23A6: C1 Set vehicle/entity's event speed to slow CA/23A7: 90 Move vehicle/entity up 5 tiles CA/23A8: FF End queue CA/23A9: 92 Pause for 30 units CA/23AA: 41 Show object $04 CA/23AC: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/23AE: 1F Do vehicle/entity graphical action $1F CA/23AF: C7 Set vehicle/entity to stay still when moving CA/23B0: C1 Set vehicle/entity's event speed to slow CA/23B1: 8C Move vehicle/entity up 4 tiles CA/23B2: FF End queue CA/23B3: 92 Pause for 30 units CA/23B4: 41 Show object $09 CA/23B6: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/23B8: 1F Do vehicle/entity graphical action $1F CA/23B9: C7 Set vehicle/entity to stay still when moving CA/23BA: C1 Set vehicle/entity's event speed to slow CA/23BB: 88 Move vehicle/entity up 3 tiles CA/23BC: FF End queue CA/23BD: 08 Begin action queue for character $08 (Actor in stot 8), 6 bytes long CA/23BF: C8 Set object layering priority to 0 (low nibble 0) CA/23C1: C3 Set vehicle/entity's event speed to fast CA/23C2: 96 Move vehicle/entity down 6 tiles CA/23C3: D1 Make vehicle/entity disappear CA/23C4: FF End queue CA/23C5: B4 Pause for 6 units CA/23C7: 06 Begin action queue for character $06 (Actor in stot 6), 9 bytes long CA/23C9: C3 Set vehicle/entity's event speed to fast CA/23CA: 0B Do vehicle/entity graphical action $0B CA/23CB: A0 Move vehicle/entity right/up 1x1 tiles CA/23CC: E0 Pause for 4 * 1 (4) frames CA/23CE: 82 Move vehicle/entity down 1 tile CA/23CF: 28 Do vehicle/entity graphical action $28 CA/23D0: C6 Set vehicle/entity to walk when moving CA/23D1: FF End queue CA/23D2: B4 Pause for 6 units CA/23D4: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long CA/23D6: C3 Set vehicle/entity's event speed to fast CA/23D7: 0B Do vehicle/entity graphical action $0B CA/23D8: A3 Move vehicle/entity left/up 1x1 tiles CA/23D9: FC Branch 13 bytes backwards ($CA23CC) CA/23DB: FF End queue CA/23DC: B4 Pause for 6 units CA/23DE: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/23E0: FC Branch 23 bytes backwards ($CA23C9) CA/23E2: FF End queue CA/23E3: 35 Pause execution until action queue for object $08 (Actor in stot 8) is complete CA/23E5: 97 Fade screen to black CA/23E6: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA2446 CA/23EC: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete) CA/23EE: C3 Set vehicle/entity's event speed to fast CA/23EF: 86 Move vehicle/entity down 2 tiles CA/23F0: C1 Set vehicle/entity's event speed to slow CA/23F1: 82 Move vehicle/entity down 1 tile CA/23F2: FF End queue CA/23F3: B0 Execute the following commands until $B1 10 times CA/23F5: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CA/23F7: 00 Do vehicle/entity graphical action $00 CA/23F8: FF End queue CA/23F9: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CA/23FB: 01 Do vehicle/entity graphical action $01 CA/23FC: FF End queue CA/23FD: B1 End block of repeating commands CA/23FE: 08 Begin action queue for character $08 (Actor in stot 8), 13 bytes long (Wait until complete) CA/2400: 1F Do vehicle/entity graphical action $1F CA/2401: E0 Pause for 4 * 2 (8) frames CA/2403: 28 Do vehicle/entity graphical action $28 CA/2404: C7 Set vehicle/entity to stay still when moving CA/2405: C1 Set vehicle/entity's event speed to slow CA/2406: 88 Move vehicle/entity up 3 tiles CA/2407: CE Turn vehicle/entity down CA/2408: E0 Pause for 4 * 2 (8) frames CA/240A: 18 Do vehicle/entity graphical action $18 CA/240B: C6 Set vehicle/entity to walk when moving CA/240C: FF End queue CA/240D: FE Return CA/240E: E7 Unknown command, parameter $08 CA/2410: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/2412: 6B Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0400), place party at (38, 27), facing up CA/2418: 3E Delete object $15 CA/241A: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/241C: 83 Move vehicle/entity left 1 tile CA/241D: FC Branch 1 bytes backwards ($CA241C) CA/241F: FF End queue CA/2420: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/2422: FC Branch 5 bytes backwards ($CA241D) CA/2424: FF End queue CA/2425: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/2427: FC Branch 5 bytes backwards ($CA2422) CA/2429: FF End queue CA/242A: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/242C: FC Branch 5 bytes backwards ($CA2427) CA/242E: FF End queue CA/242F: 61 Colorize color range [$04, $77] to color $07 CA/2433: B0 Execute the following commands until $B1 4 times CA/2435: 50 Tint screen (cumulative) with color $9F CA/2437: B1 End block of repeating commands CA/2438: 96 Restore screen from fade CA/2439: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/243B: C0 Set vehicle/entity's event speed to slowest CA/243C: 9F Move vehicle/entity left 8 tiles CA/243D: 9F Move vehicle/entity left 8 tiles CA/243E: 9F Move vehicle/entity left 8 tiles CA/243F: 8F Move vehicle/entity left 4 tiles CA/2440: FF End queue CA/2441: B5 Pause for 15 * 110 (1650) units CA/2443: 97 Fade screen to black CA/2444: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/2446: 5C Pause execution until fade in or fade out is complete CA/2447: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2449: B2 Call subroutine $CAC97C CA/244D: F9 Pause execution until the music passes through predetermined point $0B CA/244F: BA Play ending cinematic $28 CA/2451: C0 If ($1E80($2F3) [$1EDE, bit 3] is clear), branch to $CA257A CA/2457: E7 Unknown command, parameter $03 CA/2459: 6B Load map $0105 (Ending - Gau's / Shadow's / Strago's scenes) instantly, (upper bits $0400), place party at (53, 42), facing up CA/245F: 61 Colorize color range [$04, $FF] to color $07 CA/2463: 3D Create object $03 CA/2465: 41 Show object $03 CA/2467: 3D Create object $06 CA/2469: 41 Show object $06 CA/246B: 3D Create object $04 CA/246D: 41 Show object $04 CA/246F: 3D Create object $09 CA/2471: 41 Show object $09 CA/2473: B2 Call subroutine $CAC819 CA/2477: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/2479: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/247B: D5 Set vehicle/entity's position to (57, 45) CA/247E: C3 Set vehicle/entity's event speed to fast CA/247F: FF End queue CA/2480: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/2482: FC Branch 7 bytes backwards ($CA247B) CA/2484: FF End queue CA/2485: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/2487: FC Branch 5 bytes backwards ($CA2482) CA/2489: FF End queue CA/248A: 03 Begin action queue for character $03 (Actor in stot 3), 3 bytes long (Wait until complete) CA/248C: FC Branch 5 bytes backwards ($CA2487) CA/248E: FF End queue CA/248F: 96 Restore screen from fade CA/2490: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long CA/2492: 80 Move vehicle/entity up 1 tile CA/2493: AB Move vehicle/entity left/up 1x2 tiles CA/2494: A3 Move vehicle/entity left/up 1x1 tiles CA/2495: A3 Move vehicle/entity left/up 1x1 tiles CA/2496: 97 Move vehicle/entity left 6 tiles CA/2497: 8C Move vehicle/entity up 4 tiles CA/2498: D1 Make vehicle/entity disappear CA/2499: FF End queue CA/249A: 91 Pause for 15 units CA/249B: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/249D: FC Branch 11 bytes backwards ($CA2492) CA/249F: FF End queue CA/24A0: 91 Pause for 15 units CA/24A1: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/24A3: FC Branch 6 bytes backwards ($CA249D) CA/24A5: FF End queue CA/24A6: 93 Pause for 45 units CA/24A7: 73 Replace current map's Layer 1 at (47, 36) with the following (2 x 3) chunk, refresh immediately CA/24AC: $08, $09 CA/24AE: $0A, $18 CA/24B0: $19, $1A CA/24B2: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CA/24B4: 80 Move vehicle/entity up 1 tile CA/24B5: AB Move vehicle/entity left/up 1x2 tiles CA/24B6: A3 Move vehicle/entity left/up 1x1 tiles CA/24B7: A3 Move vehicle/entity left/up 1x1 tiles CA/24B8: 93 Move vehicle/entity left 5 tiles CA/24B9: FF End queue CA/24BA: 91 Pause for 15 units CA/24BB: 03 Begin action queue for character $03 (Actor in stot 3), 11 bytes long (Wait until complete) CA/24BD: 80 Move vehicle/entity up 1 tile CA/24BE: AB Move vehicle/entity left/up 1x2 tiles CA/24BF: A3 Move vehicle/entity left/up 1x1 tiles CA/24C0: A3 Move vehicle/entity left/up 1x1 tiles CA/24C1: 83 Move vehicle/entity left 1 tile CA/24C2: 22 Do vehicle/entity graphical action $22 CA/24C3: E0 Pause for 4 * 10 (40) frames CA/24C5: 98 Move vehicle/entity up 7 tiles CA/24C6: 81 Move vehicle/entity right 1 tile CA/24C7: FF End queue CA/24C8: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/24CA: C2 Set vehicle/entity's event speed to normal CA/24CB: 90 Move vehicle/entity up 5 tiles CA/24CC: C1 Set vehicle/entity's event speed to slow CA/24CD: 80 Move vehicle/entity up 1 tile CA/24CE: FF End queue CA/24CF: 14 Begin action queue for character $14 (NPC $14), 15 bytes long CA/24D1: 81 Move vehicle/entity right 1 tile CA/24D2: E0 Pause for 4 * 4 (16) frames CA/24D4: 89 Move vehicle/entity right 3 tiles CA/24D5: 98 Move vehicle/entity up 7 tiles CA/24D6: CD Turn vehicle/entity right CA/24D7: 46 Do vehicle/entity graphical action $06, flipped horizontally CA/24D8: E0 Pause for 4 * 1 (4) frames CA/24DA: 47 Do vehicle/entity graphical action $07, flipped horizontally CA/24DB: E0 Pause for 4 * 1 (4) frames CA/24DD: FC Branch 6 bytes backwards ($CA24D7) CA/24DF: FF End queue CA/24E0: B5 Pause for 15 * 4 (60) units CA/24E2: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete) CA/24E4: CF Turn vehicle/entity left CA/24E5: E0 Pause for 4 * 8 (32) frames CA/24E7: 22 Do vehicle/entity graphical action $22 CA/24E8: E0 Pause for 4 * 4 (16) frames CA/24EA: CE Turn vehicle/entity down CA/24EB: FF End queue CA/24EC: B0 Execute the following commands until $B1 3 times CA/24EE: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CA/24F0: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/24F1: FF End queue CA/24F2: 91 Pause for 15 units CA/24F3: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CA/24F5: 23 Do vehicle/entity graphical action $23 CA/24F6: FF End queue CA/24F7: 91 Pause for 15 units CA/24F8: B1 End block of repeating commands CA/24F9: 35 Pause execution until action queue for object $30 (Camera) is complete CA/24FB: 03 Begin action queue for character $03 (Actor in stot 3), 4 bytes long CA/24FD: C2 Set vehicle/entity's event speed to normal CA/24FE: 83 Move vehicle/entity left 1 tile CA/24FF: CE Turn vehicle/entity down CA/2500: FF End queue CA/2501: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/2503: C2 Set vehicle/entity's event speed to normal CA/2504: 82 Move vehicle/entity down 1 tile CA/2505: CC Turn vehicle/entity up CA/2506: FF End queue CA/2507: 91 Pause for 15 units CA/2508: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CA/250A: 09 Do vehicle/entity graphical action $09 (kneeling) CA/250B: E0 Pause for 4 * 2 (8) frames CA/250D: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/250E: FF End queue CA/250F: 14 Begin action queue for character $14 (NPC $14), 6 bytes long (Wait until complete) CA/2511: C7 Set vehicle/entity to stay still when moving CA/2512: C3 Set vehicle/entity's event speed to fast CA/2513: 82 Move vehicle/entity down 1 tile CA/2514: C1 Set vehicle/entity's event speed to slow CA/2515: 82 Move vehicle/entity down 1 tile CA/2516: FF End queue CA/2517: 91 Pause for 15 units CA/2518: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CA/251A: 1A Do vehicle/entity graphical action $1A CA/251B: E0 Pause for 4 * 4 (16) frames CA/251D: 19 Do vehicle/entity graphical action $19 CA/251E: FF End queue CA/251F: 4B Display dialogue message $0C03, wait for button press (Show text only) (At bottom of screen) SHADOW: Interceptor! Get going! CA/2522: 03 Begin action queue for character $03 (Actor in stot 3), 2 bytes long (Wait until complete) CA/2524: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/2525: FF End queue CA/2526: 91 Pause for 15 units CA/2527: 14 Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete) CA/2529: C6 Set vehicle/entity to walk when moving CA/252A: C2 Set vehicle/entity's event speed to normal CA/252B: 82 Move vehicle/entity down 1 tile CA/252C: E0 Pause for 4 * 10 (40) frames CA/252E: C3 Set vehicle/entity's event speed to fast CA/252F: 84 Move vehicle/entity up 2 tiles CA/2530: FF End queue CA/2531: 94 Pause for 60 units CA/2532: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CA/2534: 20 Do vehicle/entity graphical action $20 CA/2535: E0 Pause for 4 * 8 (32) frames CA/2537: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2538: FF End queue CA/2539: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CA/253B: C0 Set vehicle/entity's event speed to slowest CA/253C: 80 Move vehicle/entity up 1 tile CA/253D: FF End queue CA/253E: 92 Pause for 30 units CA/253F: 4B Display dialogue message $0C05, wait for button press (Show text only) (At bottom of screen) SHADOW: Stay well… CA/2542: 94 Pause for 60 units CA/2543: 03 Begin action queue for character $03 (Actor in stot 3), 20 bytes long CA/2545: CE Turn vehicle/entity down CA/2546: E0 Pause for 4 * 10 (40) frames CA/2548: C3 Set vehicle/entity's event speed to fast CA/2549: A0 Move vehicle/entity right/up 1x1 tiles CA/254A: A0 Move vehicle/entity right/up 1x1 tiles CA/254B: A0 Move vehicle/entity right/up 1x1 tiles CA/254C: 9C Move vehicle/entity up 8 tiles CA/254D: CF Turn vehicle/entity left CA/254E: E0 Pause for 4 * 12 (48) frames CA/2550: 22 Do vehicle/entity graphical action $22 CA/2551: C7 Set vehicle/entity to stay still when moving CA/2552: E0 Pause for 4 * 13 (52) frames CA/2554: C1 Set vehicle/entity's event speed to slow CA/2555: 81 Move vehicle/entity right 1 tile CA/2556: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2557: C6 Set vehicle/entity to walk when moving CA/2558: FF End queue CA/2559: 30 Begin action queue for character $30 (Camera), 6 bytes long (Wait until complete) CA/255B: C2 Set vehicle/entity's event speed to normal CA/255C: 9C Move vehicle/entity up 8 tiles CA/255D: 84 Move vehicle/entity up 2 tiles CA/255E: C1 Set vehicle/entity's event speed to slow CA/255F: 80 Move vehicle/entity up 1 tile CA/2560: FF End queue CA/2561: 35 Pause execution until action queue for object $03 (Actor in stot 3) is complete CA/2563: 4B Display dialogue message $0C04, wait for button press (Show text only) (At bottom of screen) SHADOW: Baram! I'm going to stop running. I'm going to begin all over again… CA/2566: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/2568: 93 Pause for 45 units CA/2569: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/256B: 93 Pause for 45 units CA/256C: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/256E: 92 Pause for 30 units CA/256F: 5A Fade screen at speed $08 CA/2571: 5C Pause execution until fade in or fade out is complete CA/2572: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/2574: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA25B8 CA/257A: E7 Unknown command, parameter $03 CA/257C: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/257E: 6B Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0400), place party at (38, 27), facing up CA/2584: 3E Delete object $15 CA/2586: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/2588: 83 Move vehicle/entity left 1 tile CA/2589: FC Branch 1 bytes backwards ($CA2588) CA/258B: FF End queue CA/258C: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/258E: FC Branch 5 bytes backwards ($CA2589) CA/2590: FF End queue CA/2591: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/2593: FC Branch 5 bytes backwards ($CA258E) CA/2595: FF End queue CA/2596: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/2598: FC Branch 5 bytes backwards ($CA2593) CA/259A: FF End queue CA/259B: 61 Colorize color range [$04, $77] to color $07 CA/259F: B0 Execute the following commands until $B1 4 times CA/25A1: 50 Tint screen (cumulative) with color $9F CA/25A3: B1 End block of repeating commands CA/25A4: 96 Restore screen from fade CA/25A5: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/25A7: C0 Set vehicle/entity's event speed to slowest CA/25A8: 9F Move vehicle/entity left 8 tiles CA/25A9: 9F Move vehicle/entity left 8 tiles CA/25AA: 9F Move vehicle/entity left 8 tiles CA/25AB: 97 Move vehicle/entity left 6 tiles CA/25AC: FF End queue CA/25AD: B5 Pause for 15 * 116 (1740) units CA/25AF: B0 Execute the following commands until $B1 29 times CA/25B1: 50 Tint screen (cumulative) with color $9F CA/25B3: B1 End block of repeating commands CA/25B4: 95 Pause for 120 units CA/25B5: 97 Fade screen to black CA/25B6: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/25B8: 5C Pause execution until fade in or fade out is complete CA/25B9: 35 Pause execution until action queue for object $30 (Camera) is complete CA/25BB: B2 Call subroutine $CAC97C CA/25BF: F9 Pause execution until the music passes through predetermined point $0C CA/25C1: BA Play ending cinematic $78 CA/25C3: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA267F CA/25C9: E7 Unknown command, parameter $07 CA/25CB: 6B Load map $0105 (Ending - Gau's / Shadow's / Strago's scenes) instantly, (upper bits $0400), place party at (11, 19), facing up CA/25D1: 60 Change background layer $0E to palette $0C CA/25D4: 61 Colorize color range [$04, $FF] to color $07 CA/25D8: 3D Create object $07 CA/25DA: 41 Show object $07 CA/25DC: 3D Create object $08 CA/25DE: 41 Show object $08 CA/25E0: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CA/25E2: D5 Set vehicle/entity's position to (7, 23) CA/25E5: C3 Set vehicle/entity's event speed to fast CA/25E6: FF End queue CA/25E7: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete) CA/25E9: FC Branch 7 bytes backwards ($CA25E2) CA/25EB: FF End queue CA/25EC: 78 Enable ability to pass through other objects for object $07 (STRAGO) CA/25EE: 78 Enable ability to pass through other objects for object $08 (RELM ) CA/25F0: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/25F2: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/25F4: 96 Restore screen from fade CA/25F5: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/25F7: C1 Set vehicle/entity's event speed to slow CA/25F8: 84 Move vehicle/entity up 2 tiles CA/25F9: FF End queue CA/25FA: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/25FC: 94 Move vehicle/entity up 6 tiles CA/25FD: 99 Move vehicle/entity right 7 tiles CA/25FE: 80 Move vehicle/entity up 1 tile CA/25FF: 1B Do vehicle/entity graphical action $1B CA/2600: FF End queue CA/2601: 92 Pause for 30 units CA/2602: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete) CA/2604: 94 Move vehicle/entity up 6 tiles CA/2605: 89 Move vehicle/entity right 3 tiles CA/2606: FF End queue CA/2607: 93 Pause for 45 units CA/2608: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete) CA/260A: CF Turn vehicle/entity left CA/260B: E0 Pause for 4 * 8 (32) frames CA/260D: C7 Set vehicle/entity to stay still when moving CA/260E: C2 Set vehicle/entity's event speed to normal CA/260F: FF End queue CA/2610: B0 Execute the following commands until $B1 4 times CA/2612: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CA/2614: DD Make vehicle/entity jump (high) CA/2615: CC Turn vehicle/entity up CA/2616: 1B Do vehicle/entity graphical action $1B CA/2617: FF End queue CA/2618: 92 Pause for 30 units CA/2619: B1 End block of repeating commands CA/261A: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/261C: AB Move vehicle/entity left/up 1x2 tiles CA/261D: AB Move vehicle/entity left/up 1x2 tiles CA/261E: A3 Move vehicle/entity left/up 1x1 tiles CA/261F: FF End queue CA/2620: 92 Pause for 30 units CA/2621: 07 Begin action queue for character $07 (Actor in stot 7), 2 bytes long (Wait until complete) CA/2623: 18 Do vehicle/entity graphical action $18 CA/2624: FF End queue CA/2625: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2627: 4B Display dialogue message $0C06, wait for button press (Show text only) (At bottom of screen) STRAGO: No…NO!!!! A “kid” like me doesn't know the meaning of defeat! CA/262A: 94 Pause for 60 units CA/262B: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/262D: C2 Set vehicle/entity's event speed to normal CA/262E: 98 Move vehicle/entity up 7 tiles CA/262F: FF End queue CA/2630: 07 Begin action queue for character $07 (Actor in stot 7), 22 bytes long (Wait until complete) CA/2632: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2633: E0 Pause for 4 * 4 (16) frames CA/2635: 17 Do vehicle/entity graphical action $17 CA/2636: DC Make vehicle/entity jump (low) CA/2637: 80 Move vehicle/entity up 1 tile CA/2638: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2639: E0 Pause for 4 * 3 (12) frames CA/263B: 17 Do vehicle/entity graphical action $17 CA/263C: DD Make vehicle/entity jump (high) CA/263D: AB Move vehicle/entity left/up 1x2 tiles CA/263E: 17 Do vehicle/entity graphical action $17 CA/263F: DD Make vehicle/entity jump (high) CA/2640: AB Move vehicle/entity left/up 1x2 tiles CA/2641: DC Make vehicle/entity jump (low) CA/2642: A3 Move vehicle/entity left/up 1x1 tiles CA/2643: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2644: E0 Pause for 4 * 6 (24) frames CA/2646: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2647: FF End queue CA/2648: 08 Begin action queue for character $08 (Actor in stot 8), 9 bytes long (Wait until complete) CA/264A: C8 Set object layering priority to 2 (low nibble 2) CA/264C: C2 Set vehicle/entity's event speed to normal CA/264D: DD Make vehicle/entity jump (high) CA/264E: A4 Move vehicle/entity right/up 1x2 tiles CA/264F: DD Make vehicle/entity jump (high) CA/2650: 84 Move vehicle/entity up 2 tiles CA/2651: 84 Move vehicle/entity up 2 tiles CA/2652: FF End queue CA/2653: B0 Execute the following commands until $B1 2 times CA/2655: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CA/2657: DD Make vehicle/entity jump (high) CA/2658: CC Turn vehicle/entity up CA/2659: 1B Do vehicle/entity graphical action $1B CA/265A: FF End queue CA/265B: 92 Pause for 30 units CA/265C: B1 End block of repeating commands CA/265D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/265F: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long (Wait until complete) CA/2661: C3 Set vehicle/entity's event speed to fast CA/2662: 88 Move vehicle/entity up 3 tiles CA/2663: 19 Do vehicle/entity graphical action $19 CA/2664: FF End queue CA/2665: 4B Display dialogue message $0C07, wait for button press (Show text only) (At bottom of screen) STRAGO: Gotcha!! CA/2668: 07 Begin action queue for character $07 (Actor in stot 7), 4 bytes long CA/266A: C1 Set vehicle/entity's event speed to slow CA/266B: 8A Move vehicle/entity down 3 tiles CA/266C: C6 Set vehicle/entity to walk when moving CA/266D: FF End queue CA/266E: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/2670: 8A Move vehicle/entity down 3 tiles CA/2671: FF End queue CA/2672: 94 Pause for 60 units CA/2673: 97 Fade screen to black CA/2674: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete) CA/2676: C8 Set object layering priority to 0 (low nibble 0) CA/2678: FF End queue CA/2679: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA26B6 CA/267F: E7 Unknown command, parameter $07 CA/2681: D2 Set event bit $1E80($1C6) [$1EB8, bit 6] CA/2683: 6B Load map $00B6 (Thamasa, outdoors (Shadow's 4th dream / ending w/o Relm / Shadow / Strago)) instantly, (upper bits $0400), place party at (38, 27), facing up CA/2689: 3E Delete object $15 CA/268B: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/268D: 83 Move vehicle/entity left 1 tile CA/268E: FC Branch 1 bytes backwards ($CA268D) CA/2690: FF End queue CA/2691: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/2693: FC Branch 5 bytes backwards ($CA268E) CA/2695: FF End queue CA/2696: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/2698: FC Branch 5 bytes backwards ($CA2693) CA/269A: FF End queue CA/269B: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/269D: FC Branch 5 bytes backwards ($CA2698) CA/269F: FF End queue CA/26A0: 61 Colorize color range [$04, $77] to color $07 CA/26A4: B0 Execute the following commands until $B1 6 times CA/26A6: 50 Tint screen (cumulative) with color $9F CA/26A8: B1 End block of repeating commands CA/26A9: 96 Restore screen from fade CA/26AA: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/26AC: C0 Set vehicle/entity's event speed to slowest CA/26AD: 9F Move vehicle/entity left 8 tiles CA/26AE: 9F Move vehicle/entity left 8 tiles CA/26AF: 83 Move vehicle/entity left 1 tile CA/26B0: FF End queue CA/26B1: B5 Pause for 15 * 72 (1080) units CA/26B3: 97 Fade screen to black CA/26B4: D3 Clear event bit $1E80($1C6) [$1EB8, bit 6] CA/26B6: 5C Pause execution until fade in or fade out is complete CA/26B7: 35 Pause execution until action queue for object $30 (Camera) is complete CA/26B9: D7 Clear event bit $1E80($3A0) [$1EF4, bit 0] CA/26BB: BA Play ending cinematic $4A CA/26BD: 6B Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $0400), place party at (8, 8), facing up CA/26C3: D5 Clear event bit $1E80($2C0) [$1ED8, bit 0] CA/26C5: F0 Play song 84 (Ending Theme #2), (high bit clear), full volume CA/26C7: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/26C9: 95 Pause for 120 units CA/26CA: B2 Call subroutine $CAF61A CA/26CE: 3F Assign character $00 (Actor in stot 0) to party 1 CA/26D1: 46 Make party 1 the current party CA/26D3: 45 Refresh objects CA/26D4: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CA/26D6: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (11, 8), facing up CA/26DC: 38 Hold screen CA/26DD: 60 Change background layer $0E to palette $08 CA/26E0: 60 Change background layer $0F to palette $1A CA/26E3: 51 Modify background color range from [60, 6F]: Subtract (Black) at intensity 0 CA/26E7: B0 Execute the following commands until $B1 7 times CA/26E9: 51 Modify background color range from [63, 63]: Add (Black) at intensity 3 CA/26ED: B1 End block of repeating commands CA/26EE: B2 Call subroutine $CAC90B CA/26F2: 3D Create object $13 CA/26F4: 41 Show object $13 CA/26F6: 5E Scroll Layer 2, speed 0 x 0 CA/26F9: B2 Call subroutine $CAC9ED CA/26FD: 42 Hide object $00 CA/26FF: B2 Call subroutine $CAC819 CA/2703: B2 Call subroutine $CA375E CA/2707: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CA/2709: 8F Move vehicle/entity left 4 tiles CA/270A: A9 Move vehicle/entity left/down 2x1 tiles CA/270B: 87 Move vehicle/entity left 2 tiles CA/270C: E0 Pause for 4 * 10 (40) frames CA/270E: CE Turn vehicle/entity down CA/270F: E0 Pause for 4 * 1 (4) frames CA/2711: CD Turn vehicle/entity right CA/2712: FF End queue CA/2713: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2721 CA/2719: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CA/271B: D5 Set vehicle/entity's position to (21, 7) CA/271E: C3 Set vehicle/entity's event speed to fast CA/271F: 8F Move vehicle/entity left 4 tiles CA/2720: FF End queue CA/2721: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA272F CA/2727: 02 Begin action queue for character $02 (Actor in stot 2), 6 bytes long CA/2729: D5 Set vehicle/entity's position to (25, 7) CA/272C: C3 Set vehicle/entity's event speed to fast CA/272D: 97 Move vehicle/entity left 6 tiles CA/272E: FF End queue CA/272F: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long CA/2731: D5 Set vehicle/entity's position to (23, 9) CA/2734: C3 Set vehicle/entity's event speed to fast CA/2735: 9F Move vehicle/entity left 8 tiles CA/2736: FF End queue CA/2737: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA2746 CA/273D: 05 Begin action queue for character $05 (Actor in stot 5), 7 bytes long CA/273F: D5 Set vehicle/entity's position to (23, 8) CA/2742: C3 Set vehicle/entity's event speed to fast CA/2743: 8F Move vehicle/entity left 4 tiles CA/2744: A3 Move vehicle/entity left/up 1x1 tiles CA/2745: FF End queue CA/2746: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long CA/2748: D5 Set vehicle/entity's position to (23, 8) CA/274B: C3 Set vehicle/entity's event speed to fast CA/274C: 9B Move vehicle/entity left 7 tiles CA/274D: A3 Move vehicle/entity left/up 1x1 tiles CA/274E: 83 Move vehicle/entity left 1 tile CA/274F: FF End queue CA/2750: 09 Begin action queue for character $09 (Actor in stot 9), 7 bytes long CA/2752: D5 Set vehicle/entity's position to (24, 9) CA/2755: C3 Set vehicle/entity's event speed to fast CA/2756: 9F Move vehicle/entity left 8 tiles CA/2757: A3 Move vehicle/entity left/up 1x1 tiles CA/2758: FF End queue CA/2759: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/275B: C3 Set vehicle/entity's event speed to fast CA/275C: 91 Move vehicle/entity right 5 tiles CA/275D: C2 Set vehicle/entity's event speed to normal CA/275E: 81 Move vehicle/entity right 1 tile CA/275F: FF End queue CA/2760: 96 Restore screen from fade CA/2761: 35 Pause execution until action queue for object $13 (NPC $13) is complete CA/2763: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2765: 3D Create object $10 CA/2767: 41 Show object $10 CA/2769: 3D Create object $11 CA/276B: 41 Show object $11 CA/276D: 45 Refresh objects CA/276E: 4B Display dialogue message $0BD6, wait for button press TERRA: Come with me! CA/2771: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/2773: 9F Move vehicle/entity left 8 tiles CA/2774: FF End queue CA/2775: 92 Pause for 30 units CA/2776: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/2778: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2779: FF End queue CA/277A: 92 Pause for 30 units CA/277B: 42 Hide object $13 CA/277D: 45 Refresh objects CA/277E: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/2780: D5 Set vehicle/entity's position to (12, 9) CA/2783: C3 Set vehicle/entity's event speed to fast CA/2784: FF End queue CA/2785: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/2787: D5 Set vehicle/entity's position to (13, 9) CA/278A: C3 Set vehicle/entity's event speed to fast CA/278B: FF End queue CA/278C: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CA/278E: C3 Set vehicle/entity's event speed to fast CA/278F: AA Move vehicle/entity left/up 2x1 tiles CA/2790: AA Move vehicle/entity left/up 2x1 tiles CA/2791: AA Move vehicle/entity left/up 2x1 tiles CA/2792: AA Move vehicle/entity left/up 2x1 tiles CA/2793: AA Move vehicle/entity left/up 2x1 tiles CA/2794: AA Move vehicle/entity left/up 2x1 tiles CA/2795: FF End queue CA/2796: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/2798: 0F Do vehicle/entity graphical action $0F CA/2799: E0 Pause for 4 * 6 (24) frames CA/279B: 0A Do vehicle/entity graphical action $0A CA/279C: FF End queue CA/279D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/279F: 91 Pause for 15 units CA/27A0: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/27A2: 92 Pause for 30 units CA/27A3: 5E Scroll Layer 2, speed 192 x 0 CA/27A6: 92 Pause for 30 units CA/27A7: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/27A9: C1 Set vehicle/entity's event speed to slow CA/27AA: A6 Move vehicle/entity right/down 2x1 tiles CA/27AB: A6 Move vehicle/entity right/down 2x1 tiles CA/27AC: FF End queue CA/27AD: 91 Pause for 15 units CA/27AE: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/27B0: 87 Move vehicle/entity left 2 tiles CA/27B1: CE Turn vehicle/entity down CA/27B2: FF End queue CA/27B3: 3D Create object $12 CA/27B5: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/27B7: D5 Set vehicle/entity's position to (13, 8) CA/27BA: FF End queue CA/27BB: 41 Show object $12 CA/27BD: 45 Refresh objects CA/27BE: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/27C0: CC Turn vehicle/entity up CA/27C1: FF End queue CA/27C2: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CA/27C4: C2 Set vehicle/entity's event speed to normal CA/27C5: 88 Move vehicle/entity up 3 tiles CA/27C6: FF End queue CA/27C7: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/27C9: CC Turn vehicle/entity up CA/27CA: FF End queue CA/27CB: 4B Display dialogue message $0BD7, wait for button press (At bottom of screen) EDGAR: The last piece of Magicite! CA/27CE: 3D Create object $1C CA/27D0: 41 Show object $1C CA/27D2: 42 Hide object $12 CA/27D4: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CA/27D6: 85 Move vehicle/entity right 2 tiles CA/27D7: D1 Make vehicle/entity disappear CA/27D8: FF End queue CA/27D9: 94 Pause for 60 units CA/27DA: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/27DC: CE Turn vehicle/entity down CA/27DD: E0 Pause for 4 * 8 (32) frames CA/27DF: CF Turn vehicle/entity left CA/27E0: E0 Pause for 4 * 6 (24) frames CA/27E2: 8F Move vehicle/entity left 4 tiles CA/27E3: FF End queue CA/27E4: 4B Display dialogue message $0BD8, wait for button press (At bottom of screen) CELES: TERRA! It's okay! Your power! It's fading… CA/27E7: 94 Pause for 60 units CA/27E8: 97 Fade screen to black CA/27E9: 5C Pause execution until fade in or fade out is complete CA/27EA: B2 Call subroutine $CAC97C CA/27EE: 6B Load map $0103 (Ending - Falcon flies out of Kefka's tower) instantly, (upper bits $0400), place party at (7, 7), facing up CA/27F4: 60 Change background layer $0F to palette $14 CA/27F7: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/27F9: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/27FB: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/27FD: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/27FF: 5D Scroll Layer 1, speed 198 x 0 CA/2802: 5E Scroll Layer 2, speed 150 x 0 CA/2805: 51 Modify background color range from [09, 09]: Subtract (Black) at intensity 0 CA/2809: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/280B: C4 Set vehicle/entity's event speed to faster CA/280C: 83 Move vehicle/entity left 1 tile CA/280D: FC Branch 1 bytes backwards ($CA280C) CA/280F: FF End queue CA/2810: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/2812: FC Branch 7 bytes backwards ($CA280B) CA/2814: FF End queue CA/2815: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/2817: FC Branch 5 bytes backwards ($CA2812) CA/2819: FF End queue CA/281A: 95 Pause for 120 units CA/281B: 5D Scroll Layer 1, speed 208 x 0 CA/281E: 94 Pause for 60 units CA/281F: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/2821: C4 Set vehicle/entity's event speed to faster CA/2822: AA Move vehicle/entity left/up 2x1 tiles CA/2823: FC Branch 1 bytes backwards ($CA2822) CA/2825: FF End queue CA/2826: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/2828: FC Branch 7 bytes backwards ($CA2821) CA/282A: FF End queue CA/282B: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/282D: FC Branch 5 bytes backwards ($CA2828) CA/282F: FF End queue CA/2830: 94 Pause for 60 units CA/2831: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CA/2833: C3 Set vehicle/entity's event speed to fast CA/2834: 87 Move vehicle/entity left 2 tiles CA/2835: C4 Set vehicle/entity's event speed to faster CA/2836: 83 Move vehicle/entity left 1 tile CA/2837: C5 Set vehicle/entity's event speed to fastest CA/2838: 83 Move vehicle/entity left 1 tile CA/2839: AA Move vehicle/entity left/up 2x1 tiles CA/283A: FC Branch 1 bytes backwards ($CA2839) CA/283C: FF End queue CA/283D: 11 Begin action queue for character $11 (NPC $11), 10 bytes long CA/283F: C3 Set vehicle/entity's event speed to fast CA/2840: 87 Move vehicle/entity left 2 tiles CA/2841: C4 Set vehicle/entity's event speed to faster CA/2842: 83 Move vehicle/entity left 1 tile CA/2843: C5 Set vehicle/entity's event speed to fastest CA/2844: 83 Move vehicle/entity left 1 tile CA/2845: AA Move vehicle/entity left/up 2x1 tiles CA/2846: FC Branch 1 bytes backwards ($CA2845) CA/2848: FF End queue CA/2849: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CA/284B: C3 Set vehicle/entity's event speed to fast CA/284C: 87 Move vehicle/entity left 2 tiles CA/284D: C4 Set vehicle/entity's event speed to faster CA/284E: 83 Move vehicle/entity left 1 tile CA/284F: C5 Set vehicle/entity's event speed to fastest CA/2850: 83 Move vehicle/entity left 1 tile CA/2851: AA Move vehicle/entity left/up 2x1 tiles CA/2852: FC Branch 1 bytes backwards ($CA2851) CA/2854: FF End queue CA/2855: 92 Pause for 30 units CA/2856: 97 Fade screen to black CA/2857: 5C Pause execution until fade in or fade out is complete CA/2858: BA Play ending cinematic $02 CA/285A: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (8, 8), facing up CA/2860: 60 Change background layer $06 to palette $1D CA/2863: 60 Change background layer $0E to palette $08 CA/2866: 3D Create object $10 CA/2868: 41 Show object $10 CA/286A: 3D Create object $11 CA/286C: 41 Show object $11 CA/286E: B2 Call subroutine $CAC90B CA/2872: B2 Call subroutine $CAC9ED CA/2876: 42 Hide object $00 CA/2878: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/287A: D5 Set vehicle/entity's position to (16, 9) CA/287D: C3 Set vehicle/entity's event speed to fast CA/287E: FF End queue CA/287F: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/2881: D5 Set vehicle/entity's position to (16, 9) CA/2884: C3 Set vehicle/entity's event speed to fast CA/2885: FF End queue CA/2886: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/2888: D5 Set vehicle/entity's position to (16, 7) CA/288B: C3 Set vehicle/entity's event speed to fast CA/288C: FF End queue CA/288D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/288F: C7 Set vehicle/entity to stay still when moving CA/2890: FF End queue CA/2891: B2 Call subroutine $CA375E CA/2895: 96 Restore screen from fade CA/2896: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/2898: 80 Move vehicle/entity up 1 tile CA/2899: 82 Move vehicle/entity down 1 tile CA/289A: FF End queue CA/289B: 06 Begin action queue for character $06 (Actor in stot 6), 7 bytes long CA/289D: 9B Move vehicle/entity left 7 tiles CA/289E: A3 Move vehicle/entity left/up 1x1 tiles CA/289F: 0F Do vehicle/entity graphical action $0F CA/28A0: E0 Pause for 4 * 2 (8) frames CA/28A2: 09 Do vehicle/entity graphical action $09 (kneeling) CA/28A3: FF End queue CA/28A4: 93 Pause for 45 units CA/28A5: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/28A7: 97 Move vehicle/entity left 6 tiles CA/28A8: FF End queue CA/28A9: 91 Pause for 15 units CA/28AA: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long CA/28AC: 93 Move vehicle/entity left 5 tiles CA/28AD: 0A Do vehicle/entity graphical action $0A CA/28AE: FF End queue CA/28AF: B0 Execute the following commands until $B1 13 times CA/28B1: 53 Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3 CA/28B5: B1 End block of repeating commands CA/28B6: B0 Execute the following commands until $B1 13 times CA/28B8: 53 Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3 CA/28BC: B1 End block of repeating commands CA/28BD: B0 Execute the following commands until $B1 10 times CA/28BF: 53 Modify object color range from [60, 6F]: Do unknown operation (Black) at intensity 3 CA/28C3: B1 End block of repeating commands CA/28C4: 35 Pause execution until action queue for object $09 (Actor in stot 9) is complete CA/28C6: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/28C8: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/28CA: A6 Move vehicle/entity right/down 2x1 tiles CA/28CB: A1 Move vehicle/entity right/down 1x1 tiles CA/28CC: FF End queue CA/28CD: 4B Display dialogue message $0BD9, wait for button press CELES: TERRA, your strength is going! CA/28D0: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/28D2: CE Turn vehicle/entity down CA/28D3: FF End queue CA/28D4: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/28D6: C2 Set vehicle/entity's event speed to normal CA/28D7: A1 Move vehicle/entity right/down 1x1 tiles CA/28D8: C3 Set vehicle/entity's event speed to fast CA/28D9: A7 Move vehicle/entity right/down 1x2 tiles CA/28DA: A7 Move vehicle/entity right/down 1x2 tiles CA/28DB: A7 Move vehicle/entity right/down 1x2 tiles CA/28DC: FF End queue CA/28DD: 92 Pause for 30 units CA/28DE: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/28E0: A1 Move vehicle/entity right/down 1x1 tiles CA/28E1: 20 Do vehicle/entity graphical action $20 CA/28E2: FF End queue CA/28E3: 91 Pause for 15 units CA/28E4: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/28E6: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/28E8: CE Turn vehicle/entity down CA/28E9: FF End queue CA/28EA: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/28EC: 20 Do vehicle/entity graphical action $20 CA/28ED: E0 Pause for 4 * 2 (8) frames CA/28EF: 0F Do vehicle/entity graphical action $0F CA/28F0: E0 Pause for 4 * 1 (4) frames CA/28F2: 1B Do vehicle/entity graphical action $1B CA/28F3: FF End queue CA/28F4: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/28F6: 20 Do vehicle/entity graphical action $20 CA/28F7: E0 Pause for 4 * 2 (8) frames CA/28F9: CE Turn vehicle/entity down CA/28FA: FF End queue CA/28FB: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/28FD: CE Turn vehicle/entity down CA/28FE: FF End queue CA/28FF: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/2901: 8D Move vehicle/entity right 4 tiles CA/2902: 82 Move vehicle/entity down 1 tile CA/2903: CF Turn vehicle/entity left CA/2904: FF End queue CA/2905: 91 Pause for 15 units CA/2906: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/2908: 91 Pause for 15 units CA/2909: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/290B: C4 Set vehicle/entity's event speed to faster CA/290C: 99 Move vehicle/entity right 7 tiles CA/290D: FF End queue CA/290E: 91 Pause for 15 units CA/290F: 97 Fade screen to black CA/2910: 5C Pause execution until fade in or fade out is complete CA/2911: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2913: 6B Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $0400), place party at (8, 8), facing up CA/2919: BA Play ending cinematic $04 CA/291B: B2 Call subroutine $CAC97C CA/291F: 3D Create object $00 CA/2921: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/2923: 6B Load map $009C (Baren Falls, waterfall overlook (including ending)) instantly, (upper bits $0400), place party at (12, 7), facing up CA/2929: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/292B: 96 Restore screen from fade CA/292C: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/292E: AA Move vehicle/entity left/up 2x1 tiles CA/292F: AA Move vehicle/entity left/up 2x1 tiles CA/2930: AA Move vehicle/entity left/up 2x1 tiles CA/2931: AA Move vehicle/entity left/up 2x1 tiles CA/2932: AA Move vehicle/entity left/up 2x1 tiles CA/2933: AA Move vehicle/entity left/up 2x1 tiles CA/2934: FF End queue CA/2935: 93 Pause for 45 units CA/2936: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/2938: 80 Move vehicle/entity up 1 tile CA/2939: FF End queue CA/293A: 92 Pause for 30 units CA/293B: 11 Begin action queue for character $11 (NPC $11), 5 bytes long (Wait until complete) CA/293D: CD Turn vehicle/entity right CA/293E: E0 Pause for 4 * 6 (24) frames CA/2940: CC Turn vehicle/entity up CA/2941: FF End queue CA/2942: 94 Pause for 60 units CA/2943: 13 Begin action queue for character $13 (NPC $13), 12 bytes long (Wait until complete) CA/2945: 94 Move vehicle/entity up 6 tiles CA/2946: DC Make vehicle/entity jump (low) CA/2947: CC Turn vehicle/entity up CA/2948: E0 Pause for 4 * 4 (16) frames CA/294A: DC Make vehicle/entity jump (low) CA/294B: CC Turn vehicle/entity up CA/294C: E0 Pause for 4 * 4 (16) frames CA/294E: DC Make vehicle/entity jump (low) CA/294F: CC Turn vehicle/entity up CA/2950: FF End queue CA/2951: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/2953: C0 Set vehicle/entity's event speed to slowest CA/2954: 96 Move vehicle/entity down 6 tiles CA/2955: FF End queue CA/2956: 94 Pause for 60 units CA/2957: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/2959: CF Turn vehicle/entity left CA/295A: FF End queue CA/295B: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/295D: CF Turn vehicle/entity left CA/295E: FF End queue CA/295F: 93 Pause for 45 units CA/2960: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/2962: C3 Set vehicle/entity's event speed to fast CA/2963: 9E Move vehicle/entity down 8 tiles CA/2964: FF End queue CA/2965: 93 Pause for 45 units CA/2966: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CA/2968: DD Make vehicle/entity jump (high) CA/2969: CE Turn vehicle/entity down CA/296A: E0 Pause for 4 * 4 (16) frames CA/296C: 9E Move vehicle/entity down 8 tiles CA/296D: 82 Move vehicle/entity down 1 tile CA/296E: FF End queue CA/296F: 92 Pause for 30 units CA/2970: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/2972: C3 Set vehicle/entity's event speed to fast CA/2973: 9E Move vehicle/entity down 8 tiles CA/2974: 8E Move vehicle/entity down 4 tiles CA/2975: FF End queue CA/2976: 5A Fade screen at speed $08 CA/2978: 35 Pause execution until action queue for object $30 (Camera) is complete CA/297A: 35 Pause execution until action queue for object $11 (NPC $11) is complete CA/297C: 35 Pause execution until action queue for object $13 (NPC $13) is complete CA/297E: 5C Pause execution until fade in or fade out is complete CA/297F: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/2981: 6B Load map $00B8 (Mobliz, outdoors (ending)) instantly, (upper bits $0400), place party at (13, 20), facing up CA/2987: 73 Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately CA/298C: $04, $14 CA/298E: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/2990: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/2992: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/2994: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/2996: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/2998: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/299A: 96 Restore screen from fade CA/299B: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/299D: C1 Set vehicle/entity's event speed to slow CA/299E: 8B Move vehicle/entity left 3 tiles CA/299F: FF End queue CA/29A0: 12 Begin action queue for character $12 (NPC $12), 13 bytes long CA/29A2: DC Make vehicle/entity jump (low) CA/29A3: CD Turn vehicle/entity right CA/29A4: E0 Pause for 4 * 4 (16) frames CA/29A6: DC Make vehicle/entity jump (low) CA/29A7: CD Turn vehicle/entity right CA/29A8: E0 Pause for 4 * 4 (16) frames CA/29AA: DC Make vehicle/entity jump (low) CA/29AB: CD Turn vehicle/entity right CA/29AC: E0 Pause for 4 * 4 (16) frames CA/29AE: FF End queue CA/29AF: 13 Begin action queue for character $13 (NPC $13), 7 bytes long CA/29B1: 9F Move vehicle/entity left 8 tiles CA/29B2: A9 Move vehicle/entity left/down 2x1 tiles CA/29B3: A9 Move vehicle/entity left/down 2x1 tiles CA/29B4: 8B Move vehicle/entity left 3 tiles CA/29B5: 8C Move vehicle/entity up 4 tiles CA/29B6: D1 Make vehicle/entity disappear CA/29B7: FF End queue CA/29B8: 92 Pause for 30 units CA/29B9: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/29BB: 9B Move vehicle/entity left 7 tiles CA/29BC: A9 Move vehicle/entity left/down 2x1 tiles CA/29BD: 8F Move vehicle/entity left 4 tiles CA/29BE: CC Turn vehicle/entity up CA/29BF: FF End queue CA/29C0: 92 Pause for 30 units CA/29C1: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/29C3: 87 Move vehicle/entity left 2 tiles CA/29C4: FC Branch 19 bytes backwards ($CA29B1) CA/29C6: FF End queue CA/29C7: 35 Pause execution until action queue for object $14 (NPC $14) is complete CA/29C9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/29CB: CE Turn vehicle/entity down CA/29CC: FF End queue CA/29CD: 94 Pause for 60 units CA/29CE: 12 Begin action queue for character $12 (NPC $12), 3 bytes long (Wait until complete) CA/29D0: DD Make vehicle/entity jump (high) CA/29D1: CE Turn vehicle/entity down CA/29D2: FF End queue CA/29D3: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CA/29D5: DD Make vehicle/entity jump (high) CA/29D6: CE Turn vehicle/entity down CA/29D7: FF End queue CA/29D8: 93 Pause for 45 units CA/29D9: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/29DB: 82 Move vehicle/entity down 1 tile CA/29DC: FC Branch 40 bytes backwards ($CA29B4) CA/29DE: FF End queue CA/29DF: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/29E1: 82 Move vehicle/entity down 1 tile CA/29E2: FC Branch 7 bytes backwards ($CA29DB) CA/29E4: FF End queue CA/29E5: 94 Pause for 60 units CA/29E6: 5A Fade screen at speed $08 CA/29E8: 5C Pause execution until fade in or fade out is complete CA/29E9: 35 Pause execution until action queue for object $30 (Camera) is complete CA/29EB: D6 Set event bit $1E80($39C) [$1EF3, bit 4] CA/29ED: 6B Load map $00B7 (Mobliz, children's cave (ending)) instantly, (upper bits $0400), place party at (49, 54), facing up CA/29F3: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/29F5: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/29F7: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/29F9: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/29FB: 3E Delete object $10 CA/29FD: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/29FF: D5 Set vehicle/entity's position to (52, 60) CA/2A02: C3 Set vehicle/entity's event speed to fast CA/2A03: FF End queue CA/2A04: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/2A06: FC Branch 7 bytes backwards ($CA29FF) CA/2A08: FF End queue CA/2A09: 11 Begin action queue for character $11 (NPC $11), 3 bytes long (Wait until complete) CA/2A0B: FC Branch 5 bytes backwards ($CA2A06) CA/2A0D: FF End queue CA/2A0E: 96 Restore screen from fade CA/2A0F: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/2A11: C1 Set vehicle/entity's event speed to slow CA/2A12: A3 Move vehicle/entity left/up 1x1 tiles CA/2A13: A3 Move vehicle/entity left/up 1x1 tiles CA/2A14: A3 Move vehicle/entity left/up 1x1 tiles CA/2A15: FF End queue CA/2A16: 12 Begin action queue for character $12 (NPC $12), 7 bytes long CA/2A18: 8C Move vehicle/entity up 4 tiles CA/2A19: 8B Move vehicle/entity left 3 tiles CA/2A1A: 88 Move vehicle/entity up 3 tiles CA/2A1B: 8F Move vehicle/entity left 4 tiles CA/2A1C: 80 Move vehicle/entity up 1 tile CA/2A1D: CD Turn vehicle/entity right CA/2A1E: FF End queue CA/2A1F: 92 Pause for 30 units CA/2A20: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CA/2A22: 8C Move vehicle/entity up 4 tiles CA/2A23: 8B Move vehicle/entity left 3 tiles CA/2A24: 88 Move vehicle/entity up 3 tiles CA/2A25: 8B Move vehicle/entity left 3 tiles CA/2A26: CC Turn vehicle/entity up CA/2A27: FF End queue CA/2A28: 91 Pause for 15 units CA/2A29: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CA/2A2B: 8C Move vehicle/entity up 4 tiles CA/2A2C: 8B Move vehicle/entity left 3 tiles CA/2A2D: 88 Move vehicle/entity up 3 tiles CA/2A2E: 87 Move vehicle/entity left 2 tiles CA/2A2F: 84 Move vehicle/entity up 2 tiles CA/2A30: CF Turn vehicle/entity left CA/2A31: FF End queue CA/2A32: 16 Begin action queue for character $16 (NPC $16), 4 bytes long CA/2A34: C2 Set vehicle/entity's event speed to normal CA/2A35: 84 Move vehicle/entity up 2 tiles CA/2A36: CF Turn vehicle/entity left CA/2A37: FF End queue CA/2A38: 92 Pause for 30 units CA/2A39: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/2A3B: C2 Set vehicle/entity's event speed to normal CA/2A3C: 94 Move vehicle/entity up 6 tiles CA/2A3D: CD Turn vehicle/entity right CA/2A3E: FF End queue CA/2A3F: 91 Pause for 15 units CA/2A40: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/2A42: CD Turn vehicle/entity right CA/2A43: FF End queue CA/2A44: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/2A46: C2 Set vehicle/entity's event speed to normal CA/2A47: 8D Move vehicle/entity right 4 tiles CA/2A48: 8C Move vehicle/entity up 4 tiles CA/2A49: CF Turn vehicle/entity left CA/2A4A: FF End queue CA/2A4B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2A4D: B5 Pause for 15 * 12 (180) units CA/2A4F: 4B Display dialogue message $0BDC, wait for button press (Show text only) Do it right, Katarin…! CA/2A52: 11 Begin action queue for character $11 (NPC $11), 11 bytes long CA/2A54: CE Turn vehicle/entity down CA/2A55: E0 Pause for 4 * 2 (8) frames CA/2A57: CD Turn vehicle/entity right CA/2A58: E0 Pause for 4 * 3 (12) frames CA/2A5A: CC Turn vehicle/entity up CA/2A5B: E0 Pause for 4 * 2 (8) frames CA/2A5D: CF Turn vehicle/entity left CA/2A5E: FF End queue CA/2A5F: 13 Begin action queue for character $13 (NPC $13), 8 bytes long CA/2A61: CD Turn vehicle/entity right CA/2A62: E0 Pause for 4 * 3 (12) frames CA/2A64: CC Turn vehicle/entity up CA/2A65: E0 Pause for 4 * 2 (8) frames CA/2A67: CD Turn vehicle/entity right CA/2A68: FF End queue CA/2A69: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/2A6B: CC Turn vehicle/entity up CA/2A6C: E0 Pause for 4 * 4 (16) frames CA/2A6E: CF Turn vehicle/entity left CA/2A6F: FF End queue CA/2A70: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/2A72: CE Turn vehicle/entity down CA/2A73: E0 Pause for 4 * 3 (12) frames CA/2A75: CC Turn vehicle/entity up CA/2A76: E0 Pause for 4 * 5 (20) frames CA/2A78: CD Turn vehicle/entity right CA/2A79: FF End queue CA/2A7A: 91 Pause for 15 units CA/2A7B: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/2A7D: CE Turn vehicle/entity down CA/2A7E: E0 Pause for 4 * 3 (12) frames CA/2A80: CF Turn vehicle/entity left CA/2A81: FF End queue CA/2A82: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/2A84: CF Turn vehicle/entity left CA/2A85: E0 Pause for 4 * 2 (8) frames CA/2A87: CC Turn vehicle/entity up CA/2A88: E0 Pause for 4 * 4 (16) frames CA/2A8A: CD Turn vehicle/entity right CA/2A8B: FF End queue CA/2A8C: 92 Pause for 30 units CA/2A8D: 4B Display dialogue message $0BDD, wait for button press (Show text only) Gotta hang in there… CA/2A90: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/2A92: CC Turn vehicle/entity up CA/2A93: FF End queue CA/2A94: B4 Pause for 4 units CA/2A96: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/2A98: CC Turn vehicle/entity up CA/2A99: FF End queue CA/2A9A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/2A9C: CC Turn vehicle/entity up CA/2A9D: FF End queue CA/2A9E: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/2AA0: CC Turn vehicle/entity up CA/2AA1: FF End queue CA/2AA2: B4 Pause for 4 units CA/2AA4: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/2AA6: CC Turn vehicle/entity up CA/2AA7: FF End queue CA/2AA8: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/2AAA: CC Turn vehicle/entity up CA/2AAB: FF End queue CA/2AAC: B4 Pause for 5 units CA/2AAE: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CA/2AB0: CC Turn vehicle/entity up CA/2AB1: FF End queue CA/2AB2: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/2AB4: C1 Set vehicle/entity's event speed to slow CA/2AB5: 9C Move vehicle/entity up 8 tiles CA/2AB6: FF End queue CA/2AB7: B5 Pause for 15 * 12 (180) units CA/2AB9: 5A Fade screen at speed $08 CA/2ABB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2ABD: 5C Pause execution until fade in or fade out is complete CA/2ABE: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (19, 8), facing up CA/2AC4: 60 Change background layer $06 to palette $1D CA/2AC7: D4 Set event bit $1E80($2F0) [$1EDE, bit 0] CA/2AC9: 50 Tint screen (cumulative) with color $5F CA/2ACB: 52 Tint characters (cumulative) with color $5F CA/2ACD: B2 Call subroutine $CAC90B CA/2AD1: B2 Call subroutine $CAC9ED CA/2AD5: B2 Call subroutine $CA375E CA/2AD9: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/2ADB: D5 Set vehicle/entity's position to (11, 7) CA/2ADE: 28 Do vehicle/entity graphical action $28 CA/2ADF: FF End queue CA/2AE0: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA2AF0 CA/2AE6: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long CA/2AE8: 28 Do vehicle/entity graphical action $28 CA/2AE9: E0 Pause for 4 * 255 (1020) frames CA/2AEB: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2AEC: E0 Pause for 4 * 255 (1020) frames CA/2AEE: CF Turn vehicle/entity left CA/2AEF: FF End queue CA/2AF0: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA2B02 CA/2AF6: 02 Begin action queue for character $02 (Actor in stot 2), 10 bytes long CA/2AF8: 28 Do vehicle/entity graphical action $28 CA/2AF9: E0 Pause for 4 * 255 (1020) frames CA/2AFB: E0 Pause for 4 * 48 (192) frames CA/2AFD: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2AFE: E0 Pause for 4 * 168 (672) frames CA/2B00: CF Turn vehicle/entity left CA/2B01: FF End queue CA/2B02: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/2B04: D5 Set vehicle/entity's position to (17, 9) CA/2B07: 28 Do vehicle/entity graphical action $28 CA/2B08: FF End queue CA/2B09: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA2B1E CA/2B0F: 05 Begin action queue for character $05 (Actor in stot 5), 13 bytes long CA/2B11: 28 Do vehicle/entity graphical action $28 CA/2B12: E0 Pause for 4 * 255 (1020) frames CA/2B14: E0 Pause for 4 * 32 (128) frames CA/2B16: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B17: E0 Pause for 4 * 160 (640) frames CA/2B19: CF Turn vehicle/entity left CA/2B1A: E0 Pause for 4 * 8 (32) frames CA/2B1C: CC Turn vehicle/entity up CA/2B1D: FF End queue CA/2B1E: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/2B20: D5 Set vehicle/entity's position to (14, 9) CA/2B23: 28 Do vehicle/entity graphical action $28 CA/2B24: FF End queue CA/2B25: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA2B37 CA/2B2B: 07 Begin action queue for character $07 (Actor in stot 7), 10 bytes long CA/2B2D: 28 Do vehicle/entity graphical action $28 CA/2B2E: E0 Pause for 4 * 255 (1020) frames CA/2B30: E0 Pause for 4 * 40 (160) frames CA/2B32: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B33: E0 Pause for 4 * 160 (640) frames CA/2B35: CF Turn vehicle/entity left CA/2B36: FF End queue CA/2B37: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA2B49 CA/2B3D: 08 Begin action queue for character $08 (Actor in stot 8), 10 bytes long CA/2B3F: 28 Do vehicle/entity graphical action $28 CA/2B40: E0 Pause for 4 * 255 (1020) frames CA/2B42: E0 Pause for 4 * 32 (128) frames CA/2B44: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B45: E0 Pause for 4 * 64 (256) frames CA/2B47: CF Turn vehicle/entity left CA/2B48: FF End queue CA/2B49: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/2B4B: D5 Set vehicle/entity's position to (15, 8) CA/2B4E: 28 Do vehicle/entity graphical action $28 CA/2B4F: FF End queue CA/2B50: C0 If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA2B5F CA/2B56: 0A Begin action queue for character $0A (Actor in stot 10), 7 bytes long CA/2B58: 28 Do vehicle/entity graphical action $28 CA/2B59: E0 Pause for 4 * 255 (1020) frames CA/2B5B: E0 Pause for 4 * 28 (112) frames CA/2B5D: CF Turn vehicle/entity left CA/2B5E: FF End queue CA/2B5F: C0 If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA2B6E CA/2B65: 0B Begin action queue for character $0B (Actor in stot 11), 7 bytes long CA/2B67: 28 Do vehicle/entity graphical action $28 CA/2B68: E0 Pause for 4 * 255 (1020) frames CA/2B6A: E0 Pause for 4 * 24 (96) frames CA/2B6C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B6D: FF End queue CA/2B6E: C0 If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA2B80 CA/2B74: 0C Begin action queue for character $0C (Actor in stot 12), 10 bytes long CA/2B76: 28 Do vehicle/entity graphical action $28 CA/2B77: E0 Pause for 4 * 255 (1020) frames CA/2B79: E0 Pause for 4 * 40 (160) frames CA/2B7B: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B7C: E0 Pause for 4 * 160 (640) frames CA/2B7E: CF Turn vehicle/entity left CA/2B7F: FF End queue CA/2B80: C0 If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA2B8F CA/2B86: 0D Begin action queue for character $0D (Actor in stot 13), 7 bytes long CA/2B88: 28 Do vehicle/entity graphical action $28 CA/2B89: E0 Pause for 4 * 255 (1020) frames CA/2B8B: E0 Pause for 4 * 64 (256) frames CA/2B8D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2B8E: FF End queue CA/2B8F: 96 Restore screen from fade CA/2B90: B0 Execute the following commands until $B1 31 times CA/2B92: 50 Tint screen (cumulative) with color $7F CA/2B94: 52 Tint characters (cumulative) with color $7F CA/2B96: 91 Pause for 15 units CA/2B97: B1 End block of repeating commands CA/2B98: 95 Pause for 120 units CA/2B99: 4B Display dialogue message $0BDE, wait for button press (Show text only) …for a while longer… CA/2B9C: 95 Pause for 120 units CA/2B9D: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/2B9F: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2BA0: FF End queue CA/2BA1: 92 Pause for 30 units CA/2BA2: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/2BA4: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2BA5: FF End queue CA/2BA6: 94 Pause for 60 units CA/2BA7: 4B Display dialogue message $0BDF, wait for button press Just a little longer… CA/2BAA: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/2BAC: 23 Do vehicle/entity graphical action $23 CA/2BAD: FF End queue CA/2BAE: B5 Pause for 15 * 6 (90) units CA/2BB0: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/2BB2: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/2BB3: E0 Pause for 4 * 2 (8) frames CA/2BB5: CD Turn vehicle/entity right CA/2BB6: FF End queue CA/2BB7: 92 Pause for 30 units CA/2BB8: B0 Execute the following commands until $B1 4 times CA/2BBA: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/2BBC: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/2BBD: FF End queue CA/2BBE: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/2BC0: CD Turn vehicle/entity right CA/2BC1: FF End queue CA/2BC2: B1 End block of repeating commands CA/2BC3: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/2BC5: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2BC6: FF End queue CA/2BC7: 4B Display dialogue message $0BE0, wait for button press Where's TERRA!? CA/2BCA: 06 Begin action queue for character $06 (Actor in stot 6), 41 bytes long CA/2BCC: C3 Set vehicle/entity's event speed to fast CA/2BCD: 81 Move vehicle/entity right 1 tile CA/2BCE: CC Turn vehicle/entity up CA/2BCF: E0 Pause for 4 * 4 (16) frames CA/2BD1: 81 Move vehicle/entity right 1 tile CA/2BD2: 80 Move vehicle/entity up 1 tile CA/2BD3: 85 Move vehicle/entity right 2 tiles CA/2BD4: CC Turn vehicle/entity up CA/2BD5: E0 Pause for 4 * 6 (24) frames CA/2BD7: 85 Move vehicle/entity right 2 tiles CA/2BD8: 82 Move vehicle/entity down 1 tile CA/2BD9: CD Turn vehicle/entity right CA/2BDA: E0 Pause for 4 * 3 (12) frames CA/2BDC: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2BDD: E0 Pause for 4 * 4 (16) frames CA/2BDF: 80 Move vehicle/entity up 1 tile CA/2BE0: 81 Move vehicle/entity right 1 tile CA/2BE1: E0 Pause for 4 * 6 (24) frames CA/2BE3: 23 Do vehicle/entity graphical action $23 CA/2BE4: E0 Pause for 4 * 3 (12) frames CA/2BE6: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/2BE7: E0 Pause for 4 * 6 (24) frames CA/2BE9: 23 Do vehicle/entity graphical action $23 CA/2BEA: E0 Pause for 4 * 10 (40) frames CA/2BEC: C7 Set vehicle/entity to stay still when moving CA/2BED: DC Make vehicle/entity jump (low) CA/2BEE: CE Turn vehicle/entity down CA/2BEF: 1F Do vehicle/entity graphical action $1F CA/2BF0: E0 Pause for 4 * 10 (40) frames CA/2BF2: CF Turn vehicle/entity left CA/2BF3: C6 Set vehicle/entity to walk when moving CA/2BF4: FF End queue CA/2BF5: 35 Pause execution until action queue for object $06 (Actor in stot 6) is complete CA/2BF7: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/2BF9: C2 Set vehicle/entity's event speed to normal CA/2BFA: 8B Move vehicle/entity left 3 tiles CA/2BFB: FF End queue CA/2BFC: 4B Display dialogue message $0BE1, wait for button press CELES: TERRA! CA/2BFF: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long CA/2C01: CC Turn vehicle/entity up CA/2C02: FF End queue CA/2C03: 06 Begin action queue for character $06 (Actor in stot 6), 6 bytes long (Wait until complete) CA/2C05: C3 Set vehicle/entity's event speed to fast CA/2C06: 8F Move vehicle/entity left 4 tiles CA/2C07: 80 Move vehicle/entity up 1 tile CA/2C08: 93 Move vehicle/entity left 5 tiles CA/2C09: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2C0A: FF End queue CA/2C0B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2C0D: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/2C0F: 78 Enable ability to pass through other objects for object $06 (CELES ) CA/2C11: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/2C13: C7 Set vehicle/entity to stay still when moving CA/2C14: C1 Set vehicle/entity's event speed to slow CA/2C15: 91 Move vehicle/entity right 5 tiles CA/2C16: C6 Set vehicle/entity to walk when moving CA/2C17: FF End queue CA/2C18: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/2C1A: C7 Set vehicle/entity to stay still when moving CA/2C1B: C1 Set vehicle/entity's event speed to slow CA/2C1C: 91 Move vehicle/entity right 5 tiles CA/2C1D: C6 Set vehicle/entity to walk when moving CA/2C1E: FF End queue CA/2C1F: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/2C21: C2 Set vehicle/entity's event speed to normal CA/2C22: 80 Move vehicle/entity up 1 tile CA/2C23: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/2C24: FF End queue CA/2C25: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/2C27: CC Turn vehicle/entity up CA/2C28: FF End queue CA/2C29: 95 Pause for 120 units CA/2C2A: 00 Begin action queue for character $00 (Actor in stot 0), 11 bytes long (Wait until complete) CA/2C2C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2C2D: E0 Pause for 4 * 10 (40) frames CA/2C2F: 20 Do vehicle/entity graphical action $20 CA/2C30: E0 Pause for 4 * 6 (24) frames CA/2C32: CE Turn vehicle/entity down CA/2C33: E0 Pause for 4 * 8 (32) frames CA/2C35: 23 Do vehicle/entity graphical action $23 CA/2C36: FF End queue CA/2C37: 4B Display dialogue message $0BE2, wait for button press TERRA: Thank you, SETZER! CA/2C3A: 91 Pause for 15 units CA/2C3B: 09 Begin action queue for character $09 (Actor in stot 9), 17 bytes long (Wait until complete) CA/2C3D: CD Turn vehicle/entity right CA/2C3E: E0 Pause for 4 * 8 (32) frames CA/2C40: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/2C41: E0 Pause for 4 * 2 (8) frames CA/2C43: CD Turn vehicle/entity right CA/2C44: E0 Pause for 4 * 4 (16) frames CA/2C46: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/2C47: E0 Pause for 4 * 2 (8) frames CA/2C49: CD Turn vehicle/entity right CA/2C4A: E0 Pause for 4 * 6 (24) frames CA/2C4C: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/2C4D: FF End queue CA/2C4E: 4B Display dialogue message $0BE3, wait for button press SETZER: Didn't I say it before?! This is the world's fastest ship! CA/2C51: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/2C53: CD Turn vehicle/entity right CA/2C54: FF End queue CA/2C55: 93 Pause for 45 units CA/2C56: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/2C58: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/2C59: FF End queue CA/2C5A: 97 Fade screen to black CA/2C5B: 5C Pause execution until fade in or fade out is complete CA/2C5C: B2 Call subroutine $CAC97C CA/2C60: BA Play ending cinematic $05 CA/2C62: BA Play ending cinematic $09 CA/2C64: BA Play ending cinematic $0C CA/2C66: BA Play ending cinematic $10 CA/2C68: BA Play ending cinematic $14 CA/2C6A: BA Play ending cinematic $18 CA/2C6C: BA Play ending cinematic $1C CA/2C6E: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (19, 8), facing up CA/2C74: 60 Change background layer $06 to palette $1D CA/2C77: B2 Call subroutine $CA36FE CA/2C7B: 96 Restore screen from fade CA/2C7C: 92 Pause for 30 units CA/2C7D: 00 Begin action queue for character $00 (Actor in stot 0), 13 bytes long CA/2C7F: C1 Set vehicle/entity's event speed to slow CA/2C80: 83 Move vehicle/entity left 1 tile CA/2C81: 84 Move vehicle/entity up 2 tiles CA/2C82: 21 Do vehicle/entity graphical action $21 CA/2C83: E0 Pause for 4 * 12 (48) frames CA/2C85: 8A Move vehicle/entity down 3 tiles CA/2C86: 83 Move vehicle/entity left 1 tile CA/2C87: 82 Move vehicle/entity down 1 tile CA/2C88: E0 Pause for 4 * 8 (32) frames CA/2C8A: 20 Do vehicle/entity graphical action $20 CA/2C8B: FF End queue CA/2C8C: 94 Pause for 60 units CA/2C8D: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/2C8F: C1 Set vehicle/entity's event speed to slow CA/2C90: 8F Move vehicle/entity left 4 tiles CA/2C91: FF End queue CA/2C92: B5 Pause for 15 * 26 (390) units CA/2C94: 5A Fade screen at speed $08 CA/2C96: 5C Pause execution until fade in or fade out is complete CA/2C97: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2C99: B2 Call subroutine $CAC97C CA/2C9D: 6B Load map $00B7 (Mobliz, children's cave (ending)) instantly, (upper bits $0400), place party at (52, 45), facing up CA/2CA3: 73 Replace current map's Layer 1 at (50, 51) with the following (2 x 1) chunk, refresh immediately CA/2CA8: $04, $14 CA/2CAA: 42 Hide object $00 CA/2CAC: 3E Delete object $10 CA/2CAE: 3D Create object $19 CA/2CB0: 41 Show object $19 CA/2CB2: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CA/2CB4: D5 Set vehicle/entity's position to (52, 45) CA/2CB7: CE Turn vehicle/entity down CA/2CB8: FF End queue CA/2CB9: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CA/2CBB: D5 Set vehicle/entity's position to (50, 48) CA/2CBE: FF End queue CA/2CBF: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/2CC1: D5 Set vehicle/entity's position to (46, 53) CA/2CC4: CC Turn vehicle/entity up CA/2CC5: FF End queue CA/2CC6: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/2CC8: D5 Set vehicle/entity's position to (47, 51) CA/2CCB: CF Turn vehicle/entity left CA/2CCC: FF End queue CA/2CCD: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/2CCF: D5 Set vehicle/entity's position to (45, 51) CA/2CD2: CD Turn vehicle/entity right CA/2CD3: FF End queue CA/2CD4: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/2CD6: CF Turn vehicle/entity left CA/2CD7: FF End queue CA/2CD8: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CA/2CDA: D5 Set vehicle/entity's position to (45, 50) CA/2CDD: CD Turn vehicle/entity right CA/2CDE: FF End queue CA/2CDF: 96 Restore screen from fade CA/2CE0: 95 Pause for 120 units CA/2CE1: 11 Begin action queue for character $11 (NPC $11), 4 bytes long (Wait until complete) CA/2CE3: C3 Set vehicle/entity's event speed to fast CA/2CE4: 88 Move vehicle/entity up 3 tiles CA/2CE5: CD Turn vehicle/entity right CA/2CE6: FF End queue CA/2CE7: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CA/2CE9: CF Turn vehicle/entity left CA/2CEA: FF End queue CA/2CEB: 94 Pause for 60 units CA/2CEC: 11 Begin action queue for character $11 (NPC $11), 8 bytes long CA/2CEE: 9E Move vehicle/entity down 8 tiles CA/2CEF: 86 Move vehicle/entity down 2 tiles CA/2CF0: 83 Move vehicle/entity left 1 tile CA/2CF1: 88 Move vehicle/entity up 3 tiles CA/2CF2: 83 Move vehicle/entity left 1 tile CA/2CF3: 86 Move vehicle/entity down 2 tiles CA/2CF4: CC Turn vehicle/entity up CA/2CF5: FF End queue CA/2CF6: 92 Pause for 30 units CA/2CF7: 17 Begin action queue for character $17 (NPC $17), 9 bytes long CA/2CF9: C2 Set vehicle/entity's event speed to normal CA/2CFA: 87 Move vehicle/entity left 2 tiles CA/2CFB: 9E Move vehicle/entity down 8 tiles CA/2CFC: 86 Move vehicle/entity down 2 tiles CA/2CFD: 83 Move vehicle/entity left 1 tile CA/2CFE: 84 Move vehicle/entity up 2 tiles CA/2CFF: 8B Move vehicle/entity left 3 tiles CA/2D00: CC Turn vehicle/entity up CA/2D01: FF End queue CA/2D02: 30 Begin action queue for character $30 (Camera), 8 bytes long CA/2D04: C2 Set vehicle/entity's event speed to normal CA/2D05: A2 Move vehicle/entity left/down 1x1 tiles CA/2D06: A2 Move vehicle/entity left/down 1x1 tiles CA/2D07: A2 Move vehicle/entity left/down 1x1 tiles CA/2D08: A2 Move vehicle/entity left/down 1x1 tiles CA/2D09: A2 Move vehicle/entity left/down 1x1 tiles CA/2D0A: A2 Move vehicle/entity left/down 1x1 tiles CA/2D0B: FF End queue CA/2D0C: 95 Pause for 120 units CA/2D0D: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/2D0F: C2 Set vehicle/entity's event speed to normal CA/2D10: A2 Move vehicle/entity left/down 1x1 tiles CA/2D11: CC Turn vehicle/entity up CA/2D12: FF End queue CA/2D13: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2D15: 35 Pause execution until action queue for object $17 (NPC $17) is complete CA/2D17: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/2D19: 80 Move vehicle/entity up 1 tile CA/2D1A: 83 Move vehicle/entity left 1 tile CA/2D1B: FF End queue CA/2D1C: B4 Pause for 4 units CA/2D1E: 14 Begin action queue for character $14 (NPC $14), 3 bytes long (Wait until complete) CA/2D20: 84 Move vehicle/entity up 2 tiles CA/2D21: CD Turn vehicle/entity right CA/2D22: FF End queue CA/2D23: B3 Call subroutine $CA3727, 3 times CA/2D28: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/2D2A: CE Turn vehicle/entity down CA/2D2B: FF End queue CA/2D2C: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/2D2E: CE Turn vehicle/entity down CA/2D2F: C3 Set vehicle/entity's event speed to fast CA/2D30: FF End queue CA/2D31: 92 Pause for 30 units CA/2D32: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/2D34: CE Turn vehicle/entity down CA/2D35: C3 Set vehicle/entity's event speed to fast CA/2D36: FF End queue CA/2D37: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/2D39: CE Turn vehicle/entity down CA/2D3A: FF End queue CA/2D3B: 92 Pause for 30 units CA/2D3C: 17 Begin action queue for character $17 (NPC $17), 3 bytes long (Wait until complete) CA/2D3E: C2 Set vehicle/entity's event speed to normal CA/2D3F: 80 Move vehicle/entity up 1 tile CA/2D40: FF End queue CA/2D41: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/2D43: CE Turn vehicle/entity down CA/2D44: FF End queue CA/2D45: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/2D47: CE Turn vehicle/entity down CA/2D48: C3 Set vehicle/entity's event speed to fast CA/2D49: FF End queue CA/2D4A: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/2D4C: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/2D4E: 19 Begin action queue for character $19 (NPC $19), 3 bytes long CA/2D50: C1 Set vehicle/entity's event speed to slow CA/2D51: 82 Move vehicle/entity down 1 tile CA/2D52: FF End queue CA/2D53: 17 Begin action queue for character $17 (NPC $17), 4 bytes long (Wait until complete) CA/2D55: C7 Set vehicle/entity to stay still when moving CA/2D56: C1 Set vehicle/entity's event speed to slow CA/2D57: 82 Move vehicle/entity down 1 tile CA/2D58: FF End queue CA/2D59: 94 Pause for 60 units CA/2D5A: 17 Begin action queue for character $17 (NPC $17), 5 bytes long CA/2D5C: CF Turn vehicle/entity left CA/2D5D: E0 Pause for 4 * 4 (16) frames CA/2D5F: CE Turn vehicle/entity down CA/2D60: FF End queue CA/2D61: 19 Begin action queue for character $19 (NPC $19), 4 bytes long (Wait until complete) CA/2D63: D5 Set vehicle/entity's position to (46, 53) CA/2D66: FF End queue CA/2D67: 92 Pause for 30 units CA/2D68: B3 Call subroutine $CA3727, 3 times CA/2D6D: 1A Begin action queue for character $1A (NPC $1A), 9 bytes long (Wait until complete) CA/2D6F: 90 Move vehicle/entity up 5 tiles CA/2D70: 8B Move vehicle/entity left 3 tiles CA/2D71: DC Make vehicle/entity jump (low) CA/2D72: CF Turn vehicle/entity left CA/2D73: E0 Pause for 4 * 4 (16) frames CA/2D75: DC Make vehicle/entity jump (low) CA/2D76: CF Turn vehicle/entity left CA/2D77: FF End queue CA/2D78: 12 Begin action queue for character $12 (NPC $12), 2 bytes long (Wait until complete) CA/2D7A: CD Turn vehicle/entity right CA/2D7B: FF End queue CA/2D7C: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/2D7E: CD Turn vehicle/entity right CA/2D7F: FF End queue CA/2D80: 91 Pause for 15 units CA/2D81: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/2D83: CD Turn vehicle/entity right CA/2D84: FF End queue CA/2D85: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/2D87: CD Turn vehicle/entity right CA/2D88: FF End queue CA/2D89: B4 Pause for 8 units CA/2D8B: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/2D8D: CD Turn vehicle/entity right CA/2D8E: FF End queue CA/2D8F: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/2D91: CD Turn vehicle/entity right CA/2D92: FF End queue CA/2D93: 94 Pause for 60 units CA/2D94: 1A Begin action queue for character $1A (NPC $1A), 9 bytes long CA/2D96: DC Make vehicle/entity jump (low) CA/2D97: CE Turn vehicle/entity down CA/2D98: E0 Pause for 4 * 3 (12) frames CA/2D9A: C3 Set vehicle/entity's event speed to fast CA/2D9B: 89 Move vehicle/entity right 3 tiles CA/2D9C: 92 Move vehicle/entity down 5 tiles CA/2D9D: D1 Make vehicle/entity disappear CA/2D9E: FF End queue CA/2D9F: 93 Pause for 45 units CA/2DA0: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CA/2DA2: A7 Move vehicle/entity right/down 1x2 tiles CA/2DA3: DC Make vehicle/entity jump (low) CA/2DA4: 8D Move vehicle/entity right 4 tiles CA/2DA5: 92 Move vehicle/entity down 5 tiles CA/2DA6: D1 Make vehicle/entity disappear CA/2DA7: FF End queue CA/2DA8: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CA/2DAA: 85 Move vehicle/entity right 2 tiles CA/2DAB: 8A Move vehicle/entity down 3 tiles CA/2DAC: FC Branch 17 bytes backwards ($CA2D9B) CA/2DAE: FF End queue CA/2DAF: 92 Pause for 30 units CA/2DB0: 14 Begin action queue for character $14 (NPC $14), 11 bytes long CA/2DB2: C8 Set object layering priority to 2 (low nibble 2) CA/2DB4: 86 Move vehicle/entity down 2 tiles CA/2DB5: DC Make vehicle/entity jump (low) CA/2DB6: A1 Move vehicle/entity right/down 1x1 tiles CA/2DB7: DC Make vehicle/entity jump (low) CA/2DB8: 81 Move vehicle/entity right 1 tile CA/2DB9: DC Make vehicle/entity jump (low) CA/2DBA: A1 Move vehicle/entity right/down 1x1 tiles CA/2DBB: 89 Move vehicle/entity right 3 tiles CA/2DBC: FF End queue CA/2DBD: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/2DBF: 86 Move vehicle/entity down 2 tiles CA/2DC0: FC Branch 22 bytes backwards ($CA2DAA) CA/2DC2: FF End queue CA/2DC3: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/2DC5: A1 Move vehicle/entity right/down 1x1 tiles CA/2DC6: A1 Move vehicle/entity right/down 1x1 tiles CA/2DC7: A1 Move vehicle/entity right/down 1x1 tiles CA/2DC8: A1 Move vehicle/entity right/down 1x1 tiles CA/2DC9: A1 Move vehicle/entity right/down 1x1 tiles CA/2DCA: FF End queue CA/2DCB: 93 Pause for 45 units CA/2DCC: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/2DCE: 82 Move vehicle/entity down 1 tile CA/2DCF: 85 Move vehicle/entity right 2 tiles CA/2DD0: FF End queue CA/2DD1: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/2DD3: 82 Move vehicle/entity down 1 tile CA/2DD4: FC Branch 255 bytes backwards ($CA2CD5) CA/2DD6: 93 Pause for 45 units CA/2DD7: 5A Fade screen at speed $08 CA/2DD9: 5C Pause execution until fade in or fade out is complete CA/2DDA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2DDC: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/2DDE: 6B Load map $00B8 (Mobliz, outdoors (ending)) instantly, (upper bits $0400), place party at (9, 18), facing up CA/2DE4: 73 Replace current map's Layer 1 at (6, 19) with the following (2 x 1) chunk, refresh immediately CA/2DE9: $04, $14 CA/2DEB: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/2DED: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/2DEF: D5 Set vehicle/entity's position to (6, 19) CA/2DF2: FF End queue CA/2DF3: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/2DF5: D5 Set vehicle/entity's position to (6, 19) CA/2DF8: FF End queue CA/2DF9: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/2DFB: D5 Set vehicle/entity's position to (6, 19) CA/2DFE: FF End queue CA/2DFF: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/2E01: D5 Set vehicle/entity's position to (6, 19) CA/2E04: FF End queue CA/2E05: 96 Restore screen from fade CA/2E06: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CA/2E08: 8A Move vehicle/entity down 3 tiles CA/2E09: 8D Move vehicle/entity right 4 tiles CA/2E0A: 9C Move vehicle/entity up 8 tiles CA/2E0B: 84 Move vehicle/entity up 2 tiles CA/2E0C: A3 Move vehicle/entity left/up 1x1 tiles CA/2E0D: A3 Move vehicle/entity left/up 1x1 tiles CA/2E0E: A3 Move vehicle/entity left/up 1x1 tiles CA/2E0F: CE Turn vehicle/entity down CA/2E10: FF End queue CA/2E11: B4 Pause for 8 units CA/2E13: 13 Begin action queue for character $13 (NPC $13), 7 bytes long CA/2E15: 8A Move vehicle/entity down 3 tiles CA/2E16: 8D Move vehicle/entity right 4 tiles CA/2E17: 9C Move vehicle/entity up 8 tiles CA/2E18: 84 Move vehicle/entity up 2 tiles CA/2E19: 8F Move vehicle/entity left 4 tiles CA/2E1A: CE Turn vehicle/entity down CA/2E1B: FF End queue CA/2E1C: B4 Pause for 8 units CA/2E1E: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CA/2E20: 8A Move vehicle/entity down 3 tiles CA/2E21: 8D Move vehicle/entity right 4 tiles CA/2E22: 9C Move vehicle/entity up 8 tiles CA/2E23: 8C Move vehicle/entity up 4 tiles CA/2E24: 83 Move vehicle/entity left 1 tile CA/2E25: CE Turn vehicle/entity down CA/2E26: FF End queue CA/2E27: B4 Pause for 8 units CA/2E29: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/2E2B: E0 Pause for 4 * 6 (24) frames CA/2E2D: C2 Set vehicle/entity's event speed to normal CA/2E2E: 98 Move vehicle/entity up 7 tiles CA/2E2F: FF End queue CA/2E30: 14 Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete) CA/2E32: 8A Move vehicle/entity down 3 tiles CA/2E33: 8D Move vehicle/entity right 4 tiles CA/2E34: 9C Move vehicle/entity up 8 tiles CA/2E35: 84 Move vehicle/entity up 2 tiles CA/2E36: AA Move vehicle/entity left/up 2x1 tiles CA/2E37: AA Move vehicle/entity left/up 2x1 tiles CA/2E38: CE Turn vehicle/entity down CA/2E39: FF End queue CA/2E3A: B2 Call subroutine $CA36EE CA/2E3E: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/2E40: CD Turn vehicle/entity right CA/2E41: FF End queue CA/2E42: B4 Pause for 4 units CA/2E44: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/2E46: CD Turn vehicle/entity right CA/2E47: FF End queue CA/2E48: B4 Pause for 10 units CA/2E4A: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/2E4C: CD Turn vehicle/entity right CA/2E4D: FF End queue CA/2E4E: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/2E50: CD Turn vehicle/entity right CA/2E51: FF End queue CA/2E52: 92 Pause for 30 units CA/2E53: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CA/2E55: DD Make vehicle/entity jump (high) CA/2E56: CD Turn vehicle/entity right CA/2E57: E0 Pause for 4 * 6 (24) frames CA/2E59: A7 Move vehicle/entity right/down 1x2 tiles CA/2E5A: A7 Move vehicle/entity right/down 1x2 tiles CA/2E5B: 96 Move vehicle/entity down 6 tiles CA/2E5C: 9D Move vehicle/entity right 8 tiles CA/2E5D: FF End queue CA/2E5E: 92 Pause for 30 units CA/2E5F: 13 Begin action queue for character $13 (NPC $13), 13 bytes long CA/2E61: DC Make vehicle/entity jump (low) CA/2E62: CD Turn vehicle/entity right CA/2E63: E0 Pause for 4 * 6 (24) frames CA/2E65: 89 Move vehicle/entity right 3 tiles CA/2E66: A1 Move vehicle/entity right/down 1x1 tiles CA/2E67: 96 Move vehicle/entity down 6 tiles CA/2E68: A6 Move vehicle/entity right/down 2x1 tiles CA/2E69: A1 Move vehicle/entity right/down 1x1 tiles CA/2E6A: A1 Move vehicle/entity right/down 1x1 tiles CA/2E6B: 89 Move vehicle/entity right 3 tiles CA/2E6C: A5 Move vehicle/entity right/up 2x1 tiles CA/2E6D: FF End queue CA/2E6E: 93 Pause for 45 units CA/2E6F: 14 Begin action queue for character $14 (NPC $14), 9 bytes long CA/2E71: 8D Move vehicle/entity right 4 tiles CA/2E72: 86 Move vehicle/entity down 2 tiles CA/2E73: A1 Move vehicle/entity right/down 1x1 tiles CA/2E74: 81 Move vehicle/entity right 1 tile CA/2E75: E0 Pause for 4 * 2 (8) frames CA/2E77: 83 Move vehicle/entity left 1 tile CA/2E78: 9E Move vehicle/entity down 8 tiles CA/2E79: FF End queue CA/2E7A: 93 Pause for 45 units CA/2E7B: 12 Begin action queue for character $12 (NPC $12), 8 bytes long CA/2E7D: DC Make vehicle/entity jump (low) CA/2E7E: CD Turn vehicle/entity right CA/2E7F: E0 Pause for 4 * 6 (24) frames CA/2E81: 81 Move vehicle/entity right 1 tile CA/2E82: A6 Move vehicle/entity right/down 2x1 tiles CA/2E83: 9A Move vehicle/entity down 7 tiles CA/2E84: FF End queue CA/2E85: B5 Pause for 15 * 6 (90) units CA/2E87: 5A Fade screen at speed $08 CA/2E89: 5C Pause execution until fade in or fade out is complete CA/2E8A: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2E8C: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up CA/2E92: 60 Change background layer $06 to palette $1D CA/2E95: B2 Call subroutine $CA36FE CA/2E99: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/2E9B: D5 Set vehicle/entity's position to (15, 10) CA/2E9E: CE Turn vehicle/entity down CA/2E9F: FF End queue CA/2EA0: 96 Restore screen from fade CA/2EA1: 94 Pause for 60 units CA/2EA2: B0 Execute the following commands until $B1 4 times CA/2EA4: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/2EA6: 19 Do vehicle/entity graphical action $19 CA/2EA7: E0 Pause for 4 * 1 (4) frames CA/2EA9: 1A Do vehicle/entity graphical action $1A CA/2EAA: E0 Pause for 4 * 1 (4) frames CA/2EAC: FF End queue CA/2EAD: B1 End block of repeating commands CA/2EAE: 93 Pause for 45 units CA/2EAF: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/2EB1: C1 Set vehicle/entity's event speed to slow CA/2EB2: 8D Move vehicle/entity right 4 tiles CA/2EB3: FF End queue CA/2EB4: 00 Begin action queue for character $00 (Actor in stot 0), 9 bytes long CA/2EB6: 1D Do vehicle/entity graphical action $1D CA/2EB7: E0 Pause for 4 * 2 (8) frames CA/2EB9: 1E Do vehicle/entity graphical action $1E CA/2EBA: E0 Pause for 4 * 2 (8) frames CA/2EBC: FC Branch 6 bytes backwards ($CA2EB6) CA/2EBE: FF End queue CA/2EBF: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA2ECD CA/2EC5: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/2EC7: CE Turn vehicle/entity down CA/2EC8: E0 Pause for 4 * 6 (24) frames CA/2ECA: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/2ECB: FF End queue CA/2ECC: 93 Pause for 45 units CA/2ECD: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA2EDF CA/2ED3: 08 Begin action queue for character $08 (Actor in stot 8), 10 bytes long CA/2ED5: C1 Set vehicle/entity's event speed to slow CA/2ED6: 82 Move vehicle/entity down 1 tile CA/2ED7: E0 Pause for 4 * 8 (32) frames CA/2ED9: DD Make vehicle/entity jump (high) CA/2EDA: CE Turn vehicle/entity down CA/2EDB: E0 Pause for 4 * 6 (24) frames CA/2EDD: 1E Do vehicle/entity graphical action $1E CA/2EDE: FF End queue CA/2EDF: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2EE1: 95 Pause for 120 units CA/2EE2: 97 Fade screen to black CA/2EE3: 5C Pause execution until fade in or fade out is complete CA/2EE4: B2 Call subroutine $CAC97C CA/2EE8: 6B Load map $012E (Thamasa, outdoors (ending)) instantly, (upper bits $0400), place party at (20, 30), facing up CA/2EEE: 30 Begin action queue for character $30 (Camera), 15 bytes long CA/2EF0: C2 Set vehicle/entity's event speed to normal CA/2EF1: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF2: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF3: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF4: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF5: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF6: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF7: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF8: A5 Move vehicle/entity right/up 2x1 tiles CA/2EF9: A5 Move vehicle/entity right/up 2x1 tiles CA/2EFA: A0 Move vehicle/entity right/up 1x1 tiles CA/2EFB: A0 Move vehicle/entity right/up 1x1 tiles CA/2EFC: C1 Set vehicle/entity's event speed to slow CA/2EFD: A0 Move vehicle/entity right/up 1x1 tiles CA/2EFE: FF End queue CA/2EFF: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/2F01: A0 Move vehicle/entity right/up 1x1 tiles CA/2F02: A0 Move vehicle/entity right/up 1x1 tiles CA/2F03: 9D Move vehicle/entity right 8 tiles CA/2F04: 8D Move vehicle/entity right 4 tiles CA/2F05: A0 Move vehicle/entity right/up 1x1 tiles CA/2F06: 88 Move vehicle/entity up 3 tiles CA/2F07: 8B Move vehicle/entity left 3 tiles CA/2F08: 8A Move vehicle/entity down 3 tiles CA/2F09: 91 Move vehicle/entity right 5 tiles CA/2F0A: CE Turn vehicle/entity down CA/2F0B: FF End queue CA/2F0C: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CA/2F0E: E0 Pause for 4 * 8 (32) frames CA/2F10: A4 Move vehicle/entity right/up 1x2 tiles CA/2F11: 85 Move vehicle/entity right 2 tiles CA/2F12: C3 Set vehicle/entity's event speed to fast CA/2F13: 88 Move vehicle/entity up 3 tiles CA/2F14: 8B Move vehicle/entity left 3 tiles CA/2F15: 92 Move vehicle/entity down 5 tiles CA/2F16: FF End queue CA/2F17: 12 Begin action queue for character $12 (NPC $12), 14 bytes long CA/2F19: 88 Move vehicle/entity up 3 tiles CA/2F1A: A0 Move vehicle/entity right/up 1x1 tiles CA/2F1B: A0 Move vehicle/entity right/up 1x1 tiles CA/2F1C: 81 Move vehicle/entity right 1 tile CA/2F1D: 84 Move vehicle/entity up 2 tiles CA/2F1E: A0 Move vehicle/entity right/up 1x1 tiles CA/2F1F: A0 Move vehicle/entity right/up 1x1 tiles CA/2F20: A0 Move vehicle/entity right/up 1x1 tiles CA/2F21: A0 Move vehicle/entity right/up 1x1 tiles CA/2F22: 9D Move vehicle/entity right 8 tiles CA/2F23: A5 Move vehicle/entity right/up 2x1 tiles CA/2F24: A5 Move vehicle/entity right/up 2x1 tiles CA/2F25: CC Turn vehicle/entity up CA/2F26: FF End queue CA/2F27: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CA/2F29: 82 Move vehicle/entity down 1 tile CA/2F2A: 87 Move vehicle/entity left 2 tiles CA/2F2B: 80 Move vehicle/entity up 1 tile CA/2F2C: 82 Move vehicle/entity down 1 tile CA/2F2D: 85 Move vehicle/entity right 2 tiles CA/2F2E: 80 Move vehicle/entity up 1 tile CA/2F2F: FC Branch 6 bytes backwards ($CA2F29) CA/2F31: FF End queue CA/2F32: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/2F34: E0 Pause for 4 * 24 (96) frames CA/2F36: DC Make vehicle/entity jump (low) CA/2F37: CE Turn vehicle/entity down CA/2F38: FF End queue CA/2F39: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CA/2F3B: 87 Move vehicle/entity left 2 tiles CA/2F3C: DD Make vehicle/entity jump (high) CA/2F3D: 8F Move vehicle/entity left 4 tiles CA/2F3E: 81 Move vehicle/entity right 1 tile CA/2F3F: DD Make vehicle/entity jump (high) CA/2F40: 91 Move vehicle/entity right 5 tiles CA/2F41: FC Branch 6 bytes backwards ($CA2F3B) CA/2F43: FF End queue CA/2F44: 1C Begin action queue for character $1C (NPC $1C), 9 bytes long CA/2F46: 1B Do vehicle/entity graphical action $1B CA/2F47: E0 Pause for 4 * 1 (4) frames CA/2F49: 1C Do vehicle/entity graphical action $1C CA/2F4A: E0 Pause for 4 * 1 (4) frames CA/2F4C: FC Branch 6 bytes backwards ($CA2F46) CA/2F4E: FF End queue CA/2F4F: 1A Begin action queue for character $1A (NPC $1A), 29 bytes long CA/2F51: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/2F52: E0 Pause for 4 * 1 (4) frames CA/2F54: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/2F55: E0 Pause for 4 * 1 (4) frames CA/2F57: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/2F58: E0 Pause for 4 * 1 (4) frames CA/2F5A: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/2F5B: E0 Pause for 4 * 1 (4) frames CA/2F5D: 85 Move vehicle/entity right 2 tiles CA/2F5E: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/2F5F: E0 Pause for 4 * 1 (4) frames CA/2F61: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/2F62: E0 Pause for 4 * 1 (4) frames CA/2F64: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/2F65: E0 Pause for 4 * 1 (4) frames CA/2F67: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/2F68: E0 Pause for 4 * 1 (4) frames CA/2F6A: 87 Move vehicle/entity left 2 tiles CA/2F6B: FC Branch 26 bytes backwards ($CA2F51) CA/2F6D: FF End queue CA/2F6E: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/2F70: 09 Do vehicle/entity graphical action $09 (kneeling) CA/2F71: FF End queue CA/2F72: B5 Pause for 15 * 10 (150) units CA/2F74: B2 Call subroutine $CA36EE CA/2F78: 35 Pause execution until action queue for object $30 (Camera) is complete CA/2F7A: 73 Replace current map's Layer 1 at (40, 18) with the following (2 x 1) chunk, refresh immediately CA/2F7F: $37, $37 CA/2F81: B4 Pause for 10 units CA/2F83: 73 Replace current map's Layer 1 at (37, 21) with the following (1 x 2) chunk, refresh immediately CA/2F88: $35 CA/2F89: $36 CA/2F8A: 73 Replace current map's Layer 1 at (40, 80) with the following (1 x 2) chunk, refresh immediately CA/2F8F: $14 CA/2F90: $14 CA/2F91: 91 Pause for 15 units CA/2F92: 73 Replace current map's Layer 1 at (36, 78) with the following (4 x 1) chunk, refresh immediately CA/2F97: $27, $27, $27, $27 CA/2F9B: B4 Pause for 8 units CA/2F9D: 73 Replace current map's Layer 1 at (44, 79) with the following (1 x 1) chunk, refresh immediately CA/2FA2: $27 CA/2FA3: 73 Replace current map's Layer 1 at (37, 81) with the following (1 x 1) chunk, refresh immediately CA/2FA8: $28 CA/2FA9: 91 Pause for 15 units CA/2FAA: 73 Replace current map's Layer 1 at (36, 18) with the following (1 x 3) chunk, refresh immediately CA/2FAF: $42 CA/2FB0: $43 CA/2FB1: $44 CA/2FB2: 73 Replace current map's Layer 1 at (42, 18) with the following (2 x 2) chunk, refresh immediately CA/2FB7: $C1, $47 CA/2FB9: $79, $79 CA/2FBB: B4 Pause for 8 units CA/2FBD: 73 Replace current map's Layer 1 at (37, 78) with the following (2 x 2) chunk, refresh immediately CA/2FC2: $18, $09 CA/2FC4: $18, $29 CA/2FC6: 73 Replace current map's Layer 1 at (39, 78) with the following (3 x 1) chunk, refresh immediately CA/2FCB: $0B, $D9, $14 CA/2FCE: 73 Replace current map's Layer 1 at (45, 77) with the following (4 x 2) chunk, refresh immediately CA/2FD3: $18, $C3, $18, $29 CA/2FD7: $18, $29, $18, $29 CA/2FDB: B4 Pause for 8 units CA/2FDD: 73 Replace current map's Layer 1 at (36, 19) with the following (2 x 1) chunk, refresh immediately CA/2FE2: $47, $37 CA/2FE4: 73 Replace current map's Layer 1 at (39, 18) with the following (1 x 1) chunk, refresh immediately CA/2FE9: $48 CA/2FEA: 73 Replace current map's Layer 1 at (44, 18) with the following (3 x 3) chunk, refresh immediately CA/2FEF: $42, $43, $44 CA/2FF2: $47, $47, $47 CA/2FF5: $88, $98, $37 CA/2FF8: 73 Replace current map's Layer 1 at (45, 81) with the following (1 x 1) chunk, refresh immediately CA/2FFD: $28 CA/2FFE: B4 Pause for 8 units CA/3000: 73 Replace current map's Layer 1 at (39, 81) with the following (1 x 1) chunk, refresh immediately CA/3005: $0C CA/3006: 73 Replace current map's Layer 1 at (43, 81) with the following (1 x 1) chunk, refresh immediately CA/300B: $0C CA/300C: 73 Replace current map's Layer 1 at (40, 77) with the following (2 x 4) chunk, refresh immediately CA/3011: $14, $14 CA/3013: $14, $14 CA/3015: $0C, $0B CA/3017: $0B, $0B CA/3019: 73 Replace current map's Layer 1 at (41, 15) with the following (1 x 2) chunk, refresh immediately CA/301E: $47 CA/301F: $47 CA/3020: 94 Pause for 60 units CA/3021: 5A Fade screen at speed $08 CA/3023: 5C Pause execution until fade in or fade out is complete CA/3024: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up CA/302A: 60 Change background layer $06 to palette $1D CA/302D: B2 Call subroutine $CA36FE CA/3031: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/3033: D5 Set vehicle/entity's position to (15, 10) CA/3036: CE Turn vehicle/entity down CA/3037: FF End queue CA/3038: 96 Restore screen from fade CA/3039: B5 Pause for 15 * 10 (150) units CA/303B: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/303D: C1 Set vehicle/entity's event speed to slow CA/303E: 80 Move vehicle/entity up 1 tile CA/303F: FF End queue CA/3040: 94 Pause for 60 units CA/3041: 04 Begin action queue for character $04 (Actor in stot 4), 13 bytes long (Wait until complete) CA/3043: CC Turn vehicle/entity up CA/3044: E0 Pause for 4 * 10 (40) frames CA/3046: C2 Set vehicle/entity's event speed to normal CA/3047: A3 Move vehicle/entity left/up 1x1 tiles CA/3048: 84 Move vehicle/entity up 2 tiles CA/3049: E0 Pause for 4 * 8 (32) frames CA/304B: 21 Do vehicle/entity graphical action $21 CA/304C: E0 Pause for 4 * 10 (40) frames CA/304E: 10 Do vehicle/entity graphical action $10 CA/304F: FF End queue CA/3050: 94 Pause for 60 units CA/3051: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/3053: CF Turn vehicle/entity left CA/3054: FF End queue CA/3055: 94 Pause for 60 units CA/3056: B0 Execute the following commands until $B1 3 times CA/3058: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/305A: 15 Do vehicle/entity graphical action $15 CA/305B: FF End queue CA/305C: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/305E: CF Turn vehicle/entity left CA/305F: FF End queue CA/3060: B1 End block of repeating commands CA/3061: B5 Pause for 15 * 6 (90) units CA/3063: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/3065: 8E Move vehicle/entity down 4 tiles CA/3066: FF End queue CA/3067: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA3078 CA/306D: 01 Begin action queue for character $01 (Actor in stot 1), 9 bytes long CA/306F: C2 Set vehicle/entity's event speed to normal CA/3070: E0 Pause for 4 * 8 (32) frames CA/3072: 83 Move vehicle/entity left 1 tile CA/3073: 82 Move vehicle/entity down 1 tile CA/3074: E0 Pause for 4 * 10 (40) frames CA/3076: 23 Do vehicle/entity graphical action $23 CA/3077: FF End queue CA/3078: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA3084 CA/307E: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/3080: E0 Pause for 4 * 16 (64) frames CA/3082: CD Turn vehicle/entity right CA/3083: FF End queue CA/3084: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA309D CA/308A: 08 Begin action queue for character $08 (Actor in stot 8), 17 bytes long CA/308C: CF Turn vehicle/entity left CA/308D: E0 Pause for 4 * 4 (16) frames CA/308F: C2 Set vehicle/entity's event speed to normal CA/3090: 93 Move vehicle/entity left 5 tiles CA/3091: 84 Move vehicle/entity up 2 tiles CA/3092: E0 Pause for 4 * 5 (20) frames CA/3094: 24 Do vehicle/entity graphical action $24 CA/3095: E0 Pause for 4 * 1 (4) frames CA/3097: 25 Do vehicle/entity graphical action $25 CA/3098: E0 Pause for 4 * 1 (4) frames CA/309A: FC Branch 6 bytes backwards ($CA3094) CA/309C: FF End queue CA/309D: B5 Pause for 15 * 6 (90) units CA/309F: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete) CA/30A1: CC Turn vehicle/entity up CA/30A2: E0 Pause for 4 * 22 (88) frames CA/30A4: CD Turn vehicle/entity right CA/30A5: E0 Pause for 4 * 6 (24) frames CA/30A7: 1F Do vehicle/entity graphical action $1F CA/30A8: E0 Pause for 4 * 2 (8) frames CA/30AA: CD Turn vehicle/entity right CA/30AB: FF End queue CA/30AC: 92 Pause for 30 units CA/30AD: B0 Execute the following commands until $B1 5 times CA/30AF: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/30B1: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/30B2: FF End queue CA/30B3: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/30B5: CD Turn vehicle/entity right CA/30B6: FF End queue CA/30B7: B1 End block of repeating commands CA/30B8: 95 Pause for 120 units CA/30B9: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/30BB: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/30BC: FF End queue CA/30BD: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA30CC CA/30C3: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CA/30C5: E0 Pause for 4 * 3 (12) frames CA/30C7: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/30C8: E0 Pause for 4 * 3 (12) frames CA/30CA: 24 Do vehicle/entity graphical action $24 CA/30CB: FF End queue CA/30CC: 95 Pause for 120 units CA/30CD: 5A Fade screen at speed $08 CA/30CF: 5C Pause execution until fade in or fade out is complete CA/30D0: B2 Call subroutine $CAC97C CA/30D4: D6 Set event bit $1E80($39D) [$1EF3, bit 5] CA/30D6: 6B Load map $00BD (Kohlingen, outdoors (WoR / ending)) instantly, (upper bits $0400), place party at (4, 6), facing up CA/30DC: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/30DE: C1 Set vehicle/entity's event speed to slow CA/30DF: 9D Move vehicle/entity right 8 tiles CA/30E0: 91 Move vehicle/entity right 5 tiles CA/30E1: FF End queue CA/30E2: 91 Pause for 15 units CA/30E3: B2 Call subroutine $CA36EE CA/30E7: 92 Pause for 30 units CA/30E8: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/30EA: C2 Set vehicle/entity's event speed to normal CA/30EB: 81 Move vehicle/entity right 1 tile CA/30EC: 80 Move vehicle/entity up 1 tile CA/30ED: CF Turn vehicle/entity left CA/30EE: FF End queue CA/30EF: B0 Execute the following commands until $B1 6 times CA/30F1: 51 Modify background color range from [76, 76]: Add (Black) at intensity 3 CA/30F5: B4 Pause for 2 units CA/30F7: B1 End block of repeating commands CA/30F8: B0 Execute the following commands until $B1 11 times CA/30FA: 51 Modify background color range from [76, 76]: Add (Black) at intensity 3 CA/30FE: B4 Pause for 2 units CA/3100: B1 End block of repeating commands CA/3101: B0 Execute the following commands until $B1 8 times CA/3103: 51 Modify background color range from [76, 76]: Add (Black) at intensity 3 CA/3107: B4 Pause for 2 units CA/3109: B1 End block of repeating commands CA/310A: 51 Modify background color range from [77, 77]: Do (Black) at intensity 3 CA/310E: 51 Modify background color range from [77, 77]: Add (Black) at intensity 3 CA/3112: B0 Execute the following commands until $B1 18 times CA/3114: 51 Modify background color range from [77, 77]: Add (Black) at intensity 3 CA/3118: B4 Pause for 2 units CA/311A: B1 End block of repeating commands CA/311B: 94 Pause for 60 units CA/311C: 5A Fade screen at speed $08 CA/311E: 5C Pause execution until fade in or fade out is complete CA/311F: 35 Pause execution until action queue for object $30 (Camera) is complete CA/3121: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up CA/3127: 60 Change background layer $06 to palette $1D CA/312A: B2 Call subroutine $CA36FE CA/312E: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA313B CA/3134: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/3136: D5 Set vehicle/entity's position to (18, 10) CA/3139: 23 Do vehicle/entity graphical action $23 CA/313A: FF End queue CA/313B: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/313D: D5 Set vehicle/entity's position to (16, 6) CA/3140: CE Turn vehicle/entity down CA/3141: FF End queue CA/3142: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/3144: D5 Set vehicle/entity's position to (17, 10) CA/3147: CE Turn vehicle/entity down CA/3148: FF End queue CA/3149: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA3156 CA/314F: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CA/3151: D5 Set vehicle/entity's position to (17, 6) CA/3154: 1D Do vehicle/entity graphical action $1D CA/3155: FF End queue CA/3156: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/3158: D5 Set vehicle/entity's position to (15, 10) CA/315B: CE Turn vehicle/entity down CA/315C: FF End queue CA/315D: 96 Restore screen from fade CA/315E: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA316A CA/3164: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/3166: C2 Set vehicle/entity's event speed to normal CA/3167: 88 Move vehicle/entity up 3 tiles CA/3168: 1B Do vehicle/entity graphical action $1B CA/3169: FF End queue CA/316A: 94 Pause for 60 units CA/316B: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/316D: CE Turn vehicle/entity down CA/316E: E0 Pause for 4 * 4 (16) frames CA/3170: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3171: E0 Pause for 4 * 3 (12) frames CA/3173: 18 Do vehicle/entity graphical action $18 CA/3174: FF End queue CA/3175: B5 Pause for 15 * 2 (30) units CA/3177: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA3196 CA/317D: B0 Execute the following commands until $B1 2 times CA/317F: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CA/3181: 15 Do vehicle/entity graphical action $15 CA/3182: FF End queue CA/3183: 08 Begin action queue for character $08 (Actor in stot 8), 2 bytes long (Wait until complete) CA/3185: CF Turn vehicle/entity left CA/3186: FF End queue CA/3187: B1 End block of repeating commands CA/3188: 08 Begin action queue for character $08 (Actor in stot 8), 12 bytes long CA/318A: E0 Pause for 4 * 4 (16) frames CA/318C: C2 Set vehicle/entity's event speed to normal CA/318D: 86 Move vehicle/entity down 2 tiles CA/318E: 85 Move vehicle/entity right 2 tiles CA/318F: CC Turn vehicle/entity up CA/3190: E0 Pause for 4 * 3 (12) frames CA/3192: 81 Move vehicle/entity right 1 tile CA/3193: 82 Move vehicle/entity down 1 tile CA/3194: CD Turn vehicle/entity right CA/3195: FF End queue CA/3196: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/3198: 83 Move vehicle/entity left 1 tile CA/3199: 80 Move vehicle/entity up 1 tile CA/319A: 1B Do vehicle/entity graphical action $1B CA/319B: FF End queue CA/319C: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/319E: CF Turn vehicle/entity left CA/319F: E0 Pause for 4 * 4 (16) frames CA/31A1: CC Turn vehicle/entity up CA/31A2: FF End queue CA/31A3: B5 Pause for 15 * 10 (150) units CA/31A5: 97 Fade screen to black CA/31A6: 5C Pause execution until fade in or fade out is complete CA/31A7: B2 Call subroutine $CAC97C CA/31AB: 6B Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) instantly, (upper bits $0400), place party at (40, 46), facing up CA/31B1: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/31B3: 78 Enable ability to pass through other objects for object $21 (NPC $21) CA/31B5: 78 Enable ability to pass through other objects for object $22 (NPC $22) CA/31B7: 78 Enable ability to pass through other objects for object $23 (NPC $23) CA/31B9: 78 Enable ability to pass through other objects for object $24 (NPC $24) CA/31BB: 3E Delete object $13 CA/31BD: 3D Create object $17 CA/31BF: 3D Create object $18 CA/31C1: 41 Show object $17 CA/31C3: 41 Show object $18 CA/31C5: 21 Begin action queue for character $21 (NPC $21), 6 bytes long CA/31C7: C3 Set vehicle/entity's event speed to fast CA/31C8: D5 Set vehicle/entity's position to (26, 44) CA/31CB: CF Turn vehicle/entity left CA/31CC: FF End queue CA/31CD: 22 Begin action queue for character $22 (NPC $22), 6 bytes long CA/31CF: C3 Set vehicle/entity's event speed to fast CA/31D0: D5 Set vehicle/entity's position to (28, 45) CA/31D3: CF Turn vehicle/entity left CA/31D4: FF End queue CA/31D5: 23 Begin action queue for character $23 (NPC $23), 6 bytes long CA/31D7: C3 Set vehicle/entity's event speed to fast CA/31D8: D5 Set vehicle/entity's position to (25, 46) CA/31DB: CF Turn vehicle/entity left CA/31DC: FF End queue CA/31DD: 24 Begin action queue for character $24 (NPC $24), 6 bytes long CA/31DF: C3 Set vehicle/entity's event speed to fast CA/31E0: D5 Set vehicle/entity's position to (23, 47) CA/31E3: CF Turn vehicle/entity left CA/31E4: FF End queue CA/31E5: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CA/31E7: C1 Set vehicle/entity's event speed to slow CA/31E8: D5 Set vehicle/entity's position to (27, 17) CA/31EB: CE Turn vehicle/entity down CA/31EC: FF End queue CA/31ED: 12 Begin action queue for character $12 (NPC $12), 6 bytes long CA/31EF: C1 Set vehicle/entity's event speed to slow CA/31F0: D5 Set vehicle/entity's position to (29, 17) CA/31F3: CE Turn vehicle/entity down CA/31F4: FF End queue CA/31F5: 17 Begin action queue for character $17 (NPC $17), 6 bytes long CA/31F7: C1 Set vehicle/entity's event speed to slow CA/31F8: D5 Set vehicle/entity's position to (27, 16) CA/31FB: CE Turn vehicle/entity down CA/31FC: FF End queue CA/31FD: 18 Begin action queue for character $18 (NPC $18), 6 bytes long CA/31FF: C1 Set vehicle/entity's event speed to slow CA/3200: D5 Set vehicle/entity's position to (29, 16) CA/3203: CE Turn vehicle/entity down CA/3204: FF End queue CA/3205: 3D Create object $1C CA/3207: 41 Show object $1C CA/3209: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long (Wait until complete) CA/320B: D5 Set vehicle/entity's position to (28, 15) CA/320E: CE Turn vehicle/entity down CA/320F: C1 Set vehicle/entity's event speed to slow CA/3210: FF End queue CA/3211: 96 Restore screen from fade CA/3212: 30 Begin action queue for character $30 (Camera), 19 bytes long CA/3214: C2 Set vehicle/entity's event speed to normal CA/3215: AB Move vehicle/entity left/up 1x2 tiles CA/3216: AB Move vehicle/entity left/up 1x2 tiles CA/3217: AB Move vehicle/entity left/up 1x2 tiles CA/3218: AB Move vehicle/entity left/up 1x2 tiles CA/3219: AB Move vehicle/entity left/up 1x2 tiles CA/321A: AB Move vehicle/entity left/up 1x2 tiles CA/321B: AB Move vehicle/entity left/up 1x2 tiles CA/321C: AB Move vehicle/entity left/up 1x2 tiles CA/321D: AB Move vehicle/entity left/up 1x2 tiles CA/321E: AB Move vehicle/entity left/up 1x2 tiles CA/321F: AB Move vehicle/entity left/up 1x2 tiles CA/3220: AB Move vehicle/entity left/up 1x2 tiles CA/3221: AB Move vehicle/entity left/up 1x2 tiles CA/3222: AB Move vehicle/entity left/up 1x2 tiles CA/3223: AB Move vehicle/entity left/up 1x2 tiles CA/3224: AB Move vehicle/entity left/up 1x2 tiles CA/3225: AB Move vehicle/entity left/up 1x2 tiles CA/3226: FF End queue CA/3227: 21 Begin action queue for character $21 (NPC $21), 18 bytes long CA/3229: 9D Move vehicle/entity right 8 tiles CA/322A: 9D Move vehicle/entity right 8 tiles CA/322B: 9D Move vehicle/entity right 8 tiles CA/322C: E0 Pause for 4 * 58 (232) frames CA/322E: D5 Set vehicle/entity's position to (23, 6) CA/3231: A2 Move vehicle/entity left/down 1x1 tiles CA/3232: A2 Move vehicle/entity left/down 1x1 tiles CA/3233: A2 Move vehicle/entity left/down 1x1 tiles CA/3234: A2 Move vehicle/entity left/down 1x1 tiles CA/3235: A2 Move vehicle/entity left/down 1x1 tiles CA/3236: A2 Move vehicle/entity left/down 1x1 tiles CA/3237: A2 Move vehicle/entity left/down 1x1 tiles CA/3238: 9E Move vehicle/entity down 8 tiles CA/3239: 86 Move vehicle/entity down 2 tiles CA/323A: FF End queue CA/323B: 22 Begin action queue for character $22 (NPC $22), 15 bytes long CA/323D: 9D Move vehicle/entity right 8 tiles CA/323E: 9D Move vehicle/entity right 8 tiles CA/323F: 9D Move vehicle/entity right 8 tiles CA/3240: E0 Pause for 4 * 58 (232) frames CA/3242: D5 Set vehicle/entity's position to (21, 5) CA/3245: A2 Move vehicle/entity left/down 1x1 tiles CA/3246: A2 Move vehicle/entity left/down 1x1 tiles CA/3247: A2 Move vehicle/entity left/down 1x1 tiles CA/3248: A2 Move vehicle/entity left/down 1x1 tiles CA/3249: 9E Move vehicle/entity down 8 tiles CA/324A: 96 Move vehicle/entity down 6 tiles CA/324B: FF End queue CA/324C: 23 Begin action queue for character $23 (NPC $23), 4 bytes long CA/324E: 9D Move vehicle/entity right 8 tiles CA/324F: 9D Move vehicle/entity right 8 tiles CA/3250: 9D Move vehicle/entity right 8 tiles CA/3251: FF End queue CA/3252: 24 Begin action queue for character $24 (NPC $24), 4 bytes long CA/3254: 9D Move vehicle/entity right 8 tiles CA/3255: 9D Move vehicle/entity right 8 tiles CA/3256: 9D Move vehicle/entity right 8 tiles CA/3257: FF End queue CA/3258: 95 Pause for 120 units CA/3259: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/325B: 96 Move vehicle/entity down 6 tiles CA/325C: FF End queue CA/325D: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/325F: 96 Move vehicle/entity down 6 tiles CA/3260: FF End queue CA/3261: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/3263: 96 Move vehicle/entity down 6 tiles CA/3264: FF End queue CA/3265: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CA/3267: 96 Move vehicle/entity down 6 tiles CA/3268: FF End queue CA/3269: 1C Begin action queue for character $1C (NPC $1C), 8 bytes long CA/326B: 9E Move vehicle/entity down 8 tiles CA/326C: E0 Pause for 4 * 2 (8) frames CA/326E: CF Turn vehicle/entity left CA/326F: E0 Pause for 4 * 4 (16) frames CA/3271: CC Turn vehicle/entity up CA/3272: FF End queue CA/3273: 95 Pause for 120 units CA/3274: B2 Call subroutine $CA36EE CA/3278: B5 Pause for 15 * 11 (165) units CA/327A: 5A Fade screen at speed $08 CA/327C: 5C Pause execution until fade in or fade out is complete CA/327D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/327F: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (15, 8), facing up CA/3285: 60 Change background layer $06 to palette $1D CA/3288: B2 Call subroutine $CA36FE CA/328C: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA3299 CA/3292: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/3294: D5 Set vehicle/entity's position to (18, 10) CA/3297: 23 Do vehicle/entity graphical action $23 CA/3298: FF End queue CA/3299: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA32AE CA/329F: 05 Begin action queue for character $05 (Actor in stot 5), 13 bytes long CA/32A1: D5 Set vehicle/entity's position to (15, 6) CA/32A4: CC Turn vehicle/entity up CA/32A5: 1B Do vehicle/entity graphical action $1B CA/32A6: E0 Pause for 4 * 1 (4) frames CA/32A8: 1C Do vehicle/entity graphical action $1C CA/32A9: E0 Pause for 4 * 1 (4) frames CA/32AB: FC Branch 6 bytes backwards ($CA32A5) CA/32AD: FF End queue CA/32AE: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/32B0: D5 Set vehicle/entity's position to (16, 6) CA/32B3: CC Turn vehicle/entity up CA/32B4: FF End queue CA/32B5: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/32B7: D5 Set vehicle/entity's position to (17, 10) CA/32BA: CE Turn vehicle/entity down CA/32BB: FF End queue CA/32BC: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/32BE: D5 Set vehicle/entity's position to (15, 10) CA/32C1: CE Turn vehicle/entity down CA/32C2: FF End queue CA/32C3: 96 Restore screen from fade CA/32C4: 95 Pause for 120 units CA/32C5: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/32C7: CF Turn vehicle/entity left CA/32C8: FF End queue CA/32C9: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long (Wait until complete) CA/32CB: C2 Set vehicle/entity's event speed to normal CA/32CC: CF Turn vehicle/entity left CA/32CD: E0 Pause for 4 * 8 (32) frames CA/32CF: 80 Move vehicle/entity up 1 tile CA/32D0: FF End queue CA/32D1: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/32D3: C2 Set vehicle/entity's event speed to normal CA/32D4: 93 Move vehicle/entity left 5 tiles CA/32D5: FF End queue CA/32D6: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long (Wait until complete) CA/32D8: 97 Move vehicle/entity left 6 tiles CA/32D9: A3 Move vehicle/entity left/up 1x1 tiles CA/32DA: CF Turn vehicle/entity left CA/32DB: FF End queue CA/32DC: 06 Begin action queue for character $06 (Actor in stot 6), 4 bytes long (Wait until complete) CA/32DE: C2 Set vehicle/entity's event speed to normal CA/32DF: 80 Move vehicle/entity up 1 tile CA/32E0: 93 Move vehicle/entity left 5 tiles CA/32E1: FF End queue CA/32E2: B5 Pause for 15 * 16 (240) units CA/32E4: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/32E6: 22 Do vehicle/entity graphical action $22 CA/32E7: E0 Pause for 4 * 10 (40) frames CA/32E9: CF Turn vehicle/entity left CA/32EA: FF End queue CA/32EB: 95 Pause for 120 units CA/32EC: B0 Execute the following commands until $B1 3 times CA/32EE: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/32F0: 15 Do vehicle/entity graphical action $15 CA/32F1: FF End queue CA/32F2: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/32F4: CF Turn vehicle/entity left CA/32F5: FF End queue CA/32F6: B1 End block of repeating commands CA/32F7: 95 Pause for 120 units CA/32F8: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/32FA: 0F Do vehicle/entity graphical action $0F CA/32FB: FF End queue CA/32FC: 94 Pause for 60 units CA/32FD: 35 Pause execution until action queue for object $30 (Camera) is complete CA/32FF: 3D Create object $14 CA/3301: 3D Create object $15 CA/3303: 3D Create object $16 CA/3305: 41 Show object $14 CA/3307: 41 Show object $15 CA/3309: 41 Show object $16 CA/330B: 42 Hide object $00 CA/330D: 45 Refresh objects CA/330E: 3D Create object $17 CA/3310: 3D Create object $18 CA/3312: 3D Create object $19 CA/3314: 3D Create object $1A CA/3316: 3D Create object $1B CA/3318: 45 Refresh objects CA/3319: 41 Show object $17 CA/331B: 41 Show object $18 CA/331D: 41 Show object $19 CA/331F: 41 Show object $1A CA/3321: 41 Show object $1B CA/3323: B2 Call subroutine $CAC819 CA/3327: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/3329: 78 Enable ability to pass through other objects for object $18 (NPC $18) CA/332B: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/332D: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/332F: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/3331: B5 Pause for 15 * 16 (240) units CA/3333: 17 Begin action queue for character $17 (NPC $17), 12 bytes long CA/3335: C4 Set vehicle/entity's event speed to faster CA/3336: 9F Move vehicle/entity left 8 tiles CA/3337: 9F Move vehicle/entity left 8 tiles CA/3338: 9F Move vehicle/entity left 8 tiles CA/3339: E0 Pause for 4 * 4 (16) frames CA/333B: D5 Set vehicle/entity's position to (20, 13) CA/333E: FC Branch 8 bytes backwards ($CA3336) CA/3340: FF End queue CA/3341: 18 Begin action queue for character $18 (NPC $18), 12 bytes long CA/3343: C4 Set vehicle/entity's event speed to faster CA/3344: 9F Move vehicle/entity left 8 tiles CA/3345: 9F Move vehicle/entity left 8 tiles CA/3346: 9F Move vehicle/entity left 8 tiles CA/3347: E0 Pause for 4 * 2 (8) frames CA/3349: D5 Set vehicle/entity's position to (20, 15) CA/334C: FC Branch 8 bytes backwards ($CA3344) CA/334E: FF End queue CA/334F: 19 Begin action queue for character $19 (NPC $19), 12 bytes long CA/3351: C4 Set vehicle/entity's event speed to faster CA/3352: 9F Move vehicle/entity left 8 tiles CA/3353: 9F Move vehicle/entity left 8 tiles CA/3354: 9F Move vehicle/entity left 8 tiles CA/3355: E0 Pause for 4 * 1 (4) frames CA/3357: D5 Set vehicle/entity's position to (25, 10) CA/335A: FC Branch 8 bytes backwards ($CA3352) CA/335C: FF End queue CA/335D: 1A Begin action queue for character $1A (NPC $1A), 12 bytes long CA/335F: 9F Move vehicle/entity left 8 tiles CA/3360: 9F Move vehicle/entity left 8 tiles CA/3361: 9F Move vehicle/entity left 8 tiles CA/3362: E0 Pause for 4 * 2 (8) frames CA/3364: D5 Set vehicle/entity's position to (21, 5) CA/3367: C1 Set vehicle/entity's event speed to slow CA/3368: FC Branch 9 bytes backwards ($CA335F) CA/336A: FF End queue CA/336B: 1B Begin action queue for character $1B (NPC $1B), 12 bytes long CA/336D: 9F Move vehicle/entity left 8 tiles CA/336E: 9F Move vehicle/entity left 8 tiles CA/336F: 9F Move vehicle/entity left 8 tiles CA/3370: E0 Pause for 4 * 6 (24) frames CA/3372: D5 Set vehicle/entity's position to (22, 4) CA/3375: C4 Set vehicle/entity's event speed to faster CA/3376: FC Branch 9 bytes backwards ($CA336D) CA/3378: FF End queue CA/3379: B5 Pause for 15 * 12 (180) units CA/337B: 5A Fade screen at speed $08 CA/337D: 5C Pause execution until fade in or fade out is complete CA/337E: 6B Load map $0081 (Mountaintop overlook with birds (ending)) instantly, (upper bits $0400), place party at (14, 14), facing up CA/3384: B2 Call subroutine $CAC97C CA/3388: 96 Restore screen from fade CA/3389: 38 Hold screen CA/338A: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/338C: 78 Enable ability to pass through other objects for object $16 (NPC $16) CA/338E: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/3390: 78 Enable ability to pass through other objects for object $18 (NPC $18) CA/3392: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/3394: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/3396: C4 Set vehicle/entity's event speed to faster CA/3397: AB Move vehicle/entity left/up 1x2 tiles CA/3398: FC Branch 1 bytes backwards ($CA3397) CA/339A: FF End queue CA/339B: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/339D: FC Branch 7 bytes backwards ($CA3396) CA/339F: FF End queue CA/33A0: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/33A2: FC Branch 5 bytes backwards ($CA339D) CA/33A4: FF End queue CA/33A5: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/33A7: FC Branch 5 bytes backwards ($CA33A2) CA/33A9: FF End queue CA/33AA: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/33AC: FC Branch 5 bytes backwards ($CA33A7) CA/33AE: FF End queue CA/33AF: 15 Begin action queue for character $15 (NPC $15), 2 bytes long CA/33B1: 80 Move vehicle/entity up 1 tile CA/33B2: FF End queue CA/33B3: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/33B5: 80 Move vehicle/entity up 1 tile CA/33B6: FF End queue CA/33B7: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/33B9: 80 Move vehicle/entity up 1 tile CA/33BA: FF End queue CA/33BB: 18 Begin action queue for character $18 (NPC $18), 2 bytes long CA/33BD: 80 Move vehicle/entity up 1 tile CA/33BE: FF End queue CA/33BF: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CA/33C1: 80 Move vehicle/entity up 1 tile CA/33C2: FF End queue CA/33C3: 5D Scroll Layer 1, speed 0 x 224 CA/33C6: 5E Scroll Layer 2, speed 0 x 246 CA/33C9: B5 Pause for 15 * 6 (90) units CA/33CB: 5D Scroll Layer 1, speed 0 x 240 CA/33CE: 5E Scroll Layer 2, speed 0 x 250 CA/33D1: 92 Pause for 30 units CA/33D2: 3E Delete object $10 CA/33D4: 3E Delete object $11 CA/33D6: 3E Delete object $12 CA/33D8: 3E Delete object $13 CA/33DA: 3E Delete object $14 CA/33DC: 5D Scroll Layer 1, speed 0 x 0 CA/33DF: 5E Scroll Layer 2, speed 1 x 252 CA/33E2: 91 Pause for 15 units CA/33E3: 5E Scroll Layer 2, speed 2 x 254 CA/33E6: 91 Pause for 15 units CA/33E7: 5E Scroll Layer 2, speed 3 x 255 CA/33EA: 53 Modify object color range from [40, 4F]: Subtract (Black) at intensity 0 CA/33EE: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CA/33F0: A7 Move vehicle/entity right/down 1x2 tiles CA/33F1: C2 Set vehicle/entity's event speed to normal CA/33F2: A7 Move vehicle/entity right/down 1x2 tiles CA/33F3: C1 Set vehicle/entity's event speed to slow CA/33F4: A7 Move vehicle/entity right/down 1x2 tiles CA/33F5: FC Branch 1 bytes backwards ($CA33F4) CA/33F7: FF End queue CA/33F8: 17 Begin action queue for character $17 (NPC $17), 10 bytes long CA/33FA: 86 Move vehicle/entity down 2 tiles CA/33FB: A7 Move vehicle/entity right/down 1x2 tiles CA/33FC: C2 Set vehicle/entity's event speed to normal CA/33FD: A7 Move vehicle/entity right/down 1x2 tiles CA/33FE: A7 Move vehicle/entity right/down 1x2 tiles CA/33FF: C1 Set vehicle/entity's event speed to slow CA/3400: A1 Move vehicle/entity right/down 1x1 tiles CA/3401: FC Branch 1 bytes backwards ($CA3400) CA/3403: FF End queue CA/3404: 91 Pause for 15 units CA/3405: 5E Scroll Layer 2, speed 1 x 1 CA/3408: 16 Begin action queue for character $16 (NPC $16), 13 bytes long CA/340A: C4 Set vehicle/entity's event speed to faster CA/340B: A7 Move vehicle/entity right/down 1x2 tiles CA/340C: C2 Set vehicle/entity's event speed to normal CA/340D: A7 Move vehicle/entity right/down 1x2 tiles CA/340E: C2 Set vehicle/entity's event speed to normal CA/340F: A7 Move vehicle/entity right/down 1x2 tiles CA/3410: C1 Set vehicle/entity's event speed to slow CA/3411: A1 Move vehicle/entity right/down 1x1 tiles CA/3412: C0 Set vehicle/entity's event speed to slowest CA/3413: A1 Move vehicle/entity right/down 1x1 tiles CA/3414: FC Branch 1 bytes backwards ($CA3413) CA/3416: FF End queue CA/3417: 91 Pause for 15 units CA/3418: 18 Begin action queue for character $18 (NPC $18), 12 bytes long CA/341A: 82 Move vehicle/entity down 1 tile CA/341B: A7 Move vehicle/entity right/down 1x2 tiles CA/341C: C2 Set vehicle/entity's event speed to normal CA/341D: A7 Move vehicle/entity right/down 1x2 tiles CA/341E: A7 Move vehicle/entity right/down 1x2 tiles CA/341F: C1 Set vehicle/entity's event speed to slow CA/3420: A1 Move vehicle/entity right/down 1x1 tiles CA/3421: C0 Set vehicle/entity's event speed to slowest CA/3422: A6 Move vehicle/entity right/down 2x1 tiles CA/3423: FC Branch 1 bytes backwards ($CA3422) CA/3425: FF End queue CA/3426: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CA/3428: A7 Move vehicle/entity right/down 1x2 tiles CA/3429: A7 Move vehicle/entity right/down 1x2 tiles CA/342A: C2 Set vehicle/entity's event speed to normal CA/342B: A7 Move vehicle/entity right/down 1x2 tiles CA/342C: C1 Set vehicle/entity's event speed to slow CA/342D: A7 Move vehicle/entity right/down 1x2 tiles CA/342E: FC Branch 1 bytes backwards ($CA342D) CA/3430: FF End queue CA/3431: 91 Pause for 15 units CA/3432: 5E Scroll Layer 2, speed 2 x 4 CA/3435: B5 Pause for 15 * 10 (150) units CA/3437: 17 Begin action queue for character $17 (NPC $17), 13 bytes long CA/3439: C0 Set vehicle/entity's event speed to slowest CA/343A: A7 Move vehicle/entity right/down 1x2 tiles CA/343B: 82 Move vehicle/entity down 1 tile CA/343C: A2 Move vehicle/entity left/down 1x1 tiles CA/343D: A3 Move vehicle/entity left/up 1x1 tiles CA/343E: C1 Set vehicle/entity's event speed to slow CA/343F: A3 Move vehicle/entity left/up 1x1 tiles CA/3440: A3 Move vehicle/entity left/up 1x1 tiles CA/3441: C0 Set vehicle/entity's event speed to slowest CA/3442: A3 Move vehicle/entity left/up 1x1 tiles CA/3443: FC Branch 1 bytes backwards ($CA3442) CA/3445: FF End queue CA/3446: B0 Execute the following commands until $B1 31 times CA/3448: 53 Modify object color range from [40, 4F]: Do unknown operation (Black) at intensity 3 CA/344C: B4 Pause for 1 units CA/344E: B1 End block of repeating commands CA/344F: 5E Scroll Layer 2, speed 1 x 2 CA/3452: 15 Begin action queue for character $15 (NPC $15), 10 bytes long CA/3454: C0 Set vehicle/entity's event speed to slowest CA/3455: 82 Move vehicle/entity down 1 tile CA/3456: A2 Move vehicle/entity left/down 1x1 tiles CA/3457: 83 Move vehicle/entity left 1 tile CA/3458: AA Move vehicle/entity left/up 2x1 tiles CA/3459: A3 Move vehicle/entity left/up 1x1 tiles CA/345A: AB Move vehicle/entity left/up 1x2 tiles CA/345B: FC Branch 1 bytes backwards ($CA345A) CA/345D: FF End queue CA/345E: 93 Pause for 45 units CA/345F: 5E Scroll Layer 2, speed 0 x 254 CA/3462: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/3464: 82 Move vehicle/entity down 1 tile CA/3465: A2 Move vehicle/entity left/down 1x1 tiles CA/3466: 83 Move vehicle/entity left 1 tile CA/3467: AA Move vehicle/entity left/up 2x1 tiles CA/3468: A3 Move vehicle/entity left/up 1x1 tiles CA/3469: FC Branch 1 bytes backwards ($CA3468) CA/346B: FF End queue CA/346C: 18 Begin action queue for character $18 (NPC $18), 12 bytes long CA/346E: A1 Move vehicle/entity right/down 1x1 tiles CA/346F: 82 Move vehicle/entity down 1 tile CA/3470: A2 Move vehicle/entity left/down 1x1 tiles CA/3471: A9 Move vehicle/entity left/down 2x1 tiles CA/3472: A3 Move vehicle/entity left/up 1x1 tiles CA/3473: C1 Set vehicle/entity's event speed to slow CA/3474: A3 Move vehicle/entity left/up 1x1 tiles CA/3475: C0 Set vehicle/entity's event speed to slowest CA/3476: A3 Move vehicle/entity left/up 1x1 tiles CA/3477: FC Branch 1 bytes backwards ($CA3476) CA/3479: FF End queue CA/347A: 94 Pause for 60 units CA/347B: 19 Begin action queue for character $19 (NPC $19), 11 bytes long CA/347D: C0 Set vehicle/entity's event speed to slowest CA/347E: 82 Move vehicle/entity down 1 tile CA/347F: A3 Move vehicle/entity left/up 1x1 tiles CA/3480: C1 Set vehicle/entity's event speed to slow CA/3481: A3 Move vehicle/entity left/up 1x1 tiles CA/3482: A3 Move vehicle/entity left/up 1x1 tiles CA/3483: C0 Set vehicle/entity's event speed to slowest CA/3484: AA Move vehicle/entity left/up 2x1 tiles CA/3485: FC Branch 1 bytes backwards ($CA3484) CA/3487: FF End queue CA/3488: B5 Pause for 15 * 22 (330) units CA/348A: 6A Load map $0088 (Waterfall cliff bridge with birds (ending)) after fade out, (upper bits $0400), place party at (45, 7), facing up CA/3490: 73 Replace current map's Layer 1 at (41, 10) with the following (2 x 5) chunk, refresh immediately CA/3495: $D7, $D7 CA/3497: $D7, $D7 CA/3499: $D7, $E7 CA/349B: $E7, $E7 CA/349D: $E7, $E7 CA/349F: 96 Restore screen from fade CA/34A0: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/34A2: C0 Set vehicle/entity's event speed to slowest CA/34A3: A2 Move vehicle/entity left/down 1x1 tiles CA/34A4: A2 Move vehicle/entity left/down 1x1 tiles CA/34A5: A2 Move vehicle/entity left/down 1x1 tiles CA/34A6: A2 Move vehicle/entity left/down 1x1 tiles CA/34A7: A2 Move vehicle/entity left/down 1x1 tiles CA/34A8: FF End queue CA/34A9: 10 Begin action queue for character $10 (NPC $10), 14 bytes long CA/34AB: A8 Move vehicle/entity left/down 1x2 tiles CA/34AC: C1 Set vehicle/entity's event speed to slow CA/34AD: A8 Move vehicle/entity left/down 1x2 tiles CA/34AE: C2 Set vehicle/entity's event speed to normal CA/34AF: A8 Move vehicle/entity left/down 1x2 tiles CA/34B0: C3 Set vehicle/entity's event speed to fast CA/34B1: A8 Move vehicle/entity left/down 1x2 tiles CA/34B2: C4 Set vehicle/entity's event speed to faster CA/34B3: A8 Move vehicle/entity left/down 1x2 tiles CA/34B4: C5 Set vehicle/entity's event speed to fastest CA/34B5: A2 Move vehicle/entity left/down 1x1 tiles CA/34B6: FC Branch 1 bytes backwards ($CA34B5) CA/34B8: FF End queue CA/34B9: 11 Begin action queue for character $11 (NPC $11), 18 bytes long CA/34BB: E0 Pause for 4 * 4 (16) frames CA/34BD: A8 Move vehicle/entity left/down 1x2 tiles CA/34BE: C1 Set vehicle/entity's event speed to slow CA/34BF: A8 Move vehicle/entity left/down 1x2 tiles CA/34C0: C2 Set vehicle/entity's event speed to normal CA/34C1: A8 Move vehicle/entity left/down 1x2 tiles CA/34C2: C3 Set vehicle/entity's event speed to fast CA/34C3: A8 Move vehicle/entity left/down 1x2 tiles CA/34C4: C4 Set vehicle/entity's event speed to faster CA/34C5: A8 Move vehicle/entity left/down 1x2 tiles CA/34C6: C5 Set vehicle/entity's event speed to fastest CA/34C7: A2 Move vehicle/entity left/down 1x1 tiles CA/34C8: A2 Move vehicle/entity left/down 1x1 tiles CA/34C9: A9 Move vehicle/entity left/down 2x1 tiles CA/34CA: FC Branch 1 bytes backwards ($CA34C9) CA/34CC: FF End queue CA/34CD: 12 Begin action queue for character $12 (NPC $12), 16 bytes long CA/34CF: E0 Pause for 4 * 3 (12) frames CA/34D1: 86 Move vehicle/entity down 2 tiles CA/34D2: C1 Set vehicle/entity's event speed to slow CA/34D3: A8 Move vehicle/entity left/down 1x2 tiles CA/34D4: C2 Set vehicle/entity's event speed to normal CA/34D5: A8 Move vehicle/entity left/down 1x2 tiles CA/34D6: C3 Set vehicle/entity's event speed to fast CA/34D7: A8 Move vehicle/entity left/down 1x2 tiles CA/34D8: C4 Set vehicle/entity's event speed to faster CA/34D9: A8 Move vehicle/entity left/down 1x2 tiles CA/34DA: C5 Set vehicle/entity's event speed to fastest CA/34DB: A9 Move vehicle/entity left/down 2x1 tiles CA/34DC: FC Branch 1 bytes backwards ($CA34DB) CA/34DE: FF End queue CA/34DF: 13 Begin action queue for character $13 (NPC $13), 16 bytes long CA/34E1: E0 Pause for 4 * 7 (28) frames CA/34E3: A8 Move vehicle/entity left/down 1x2 tiles CA/34E4: C1 Set vehicle/entity's event speed to slow CA/34E5: A8 Move vehicle/entity left/down 1x2 tiles CA/34E6: C2 Set vehicle/entity's event speed to normal CA/34E7: A8 Move vehicle/entity left/down 1x2 tiles CA/34E8: C3 Set vehicle/entity's event speed to fast CA/34E9: A8 Move vehicle/entity left/down 1x2 tiles CA/34EA: C4 Set vehicle/entity's event speed to faster CA/34EB: A8 Move vehicle/entity left/down 1x2 tiles CA/34EC: C5 Set vehicle/entity's event speed to fastest CA/34ED: A9 Move vehicle/entity left/down 2x1 tiles CA/34EE: FC Branch 1 bytes backwards ($CA34ED) CA/34F0: FF End queue CA/34F1: B5 Pause for 15 * 20 (300) units CA/34F3: 97 Fade screen to black CA/34F4: 5C Pause execution until fade in or fade out is complete CA/34F5: 35 Pause execution until action queue for object $30 (Camera) is complete CA/34F7: 6B Load map $00BE (Whitewater river with birds (ending)) instantly, (upper bits $0400), place party at (52, 36), facing up CA/34FD: 30 Begin action queue for character $30 (Camera), 23 bytes long CA/34FF: C3 Set vehicle/entity's event speed to fast CA/3500: AA Move vehicle/entity left/up 2x1 tiles CA/3501: AA Move vehicle/entity left/up 2x1 tiles CA/3502: AA Move vehicle/entity left/up 2x1 tiles CA/3503: AA Move vehicle/entity left/up 2x1 tiles CA/3504: AA Move vehicle/entity left/up 2x1 tiles CA/3505: AA Move vehicle/entity left/up 2x1 tiles CA/3506: AA Move vehicle/entity left/up 2x1 tiles CA/3507: AA Move vehicle/entity left/up 2x1 tiles CA/3508: AA Move vehicle/entity left/up 2x1 tiles CA/3509: AA Move vehicle/entity left/up 2x1 tiles CA/350A: AA Move vehicle/entity left/up 2x1 tiles CA/350B: AA Move vehicle/entity left/up 2x1 tiles CA/350C: AA Move vehicle/entity left/up 2x1 tiles CA/350D: AA Move vehicle/entity left/up 2x1 tiles CA/350E: AA Move vehicle/entity left/up 2x1 tiles CA/350F: AA Move vehicle/entity left/up 2x1 tiles CA/3510: AA Move vehicle/entity left/up 2x1 tiles CA/3511: AA Move vehicle/entity left/up 2x1 tiles CA/3512: AA Move vehicle/entity left/up 2x1 tiles CA/3513: AA Move vehicle/entity left/up 2x1 tiles CA/3514: AA Move vehicle/entity left/up 2x1 tiles CA/3515: FF End queue CA/3516: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/3518: C4 Set vehicle/entity's event speed to faster CA/3519: AB Move vehicle/entity left/up 1x2 tiles CA/351A: FC Branch 1 bytes backwards ($CA3519) CA/351C: FF End queue CA/351D: 95 Pause for 120 units CA/351E: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/3520: D5 Set vehicle/entity's position to (41, 37) CA/3523: AB Move vehicle/entity left/up 1x2 tiles CA/3524: FC Branch 1 bytes backwards ($CA3523) CA/3526: FF End queue CA/3527: B5 Pause for 15 * 6 (90) units CA/3529: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/352B: D5 Set vehicle/entity's position to (30, 32) CA/352E: A3 Move vehicle/entity left/up 1x1 tiles CA/352F: FC Branch 1 bytes backwards ($CA352E) CA/3531: FF End queue CA/3532: B5 Pause for 15 * 6 (90) units CA/3534: 97 Fade screen to black CA/3535: 5C Pause execution until fade in or fade out is complete CA/3536: 35 Pause execution until action queue for object $30 (Camera) is complete CA/3538: 6B Load map $0082 (Forest pond with birds (ending)) instantly, (upper bits $0400), place party at (16, 7), facing up CA/353E: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/3540: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/3542: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/3544: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/3546: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/3548: 10 Begin action queue for character $10 (NPC $10), 20 bytes long CA/354A: C4 Set vehicle/entity's event speed to faster CA/354B: 9F Move vehicle/entity left 8 tiles CA/354C: 9F Move vehicle/entity left 8 tiles CA/354D: 97 Move vehicle/entity left 6 tiles CA/354E: AA Move vehicle/entity left/up 2x1 tiles CA/354F: AA Move vehicle/entity left/up 2x1 tiles CA/3550: AA Move vehicle/entity left/up 2x1 tiles CA/3551: AA Move vehicle/entity left/up 2x1 tiles CA/3552: D5 Set vehicle/entity's position to (17, 5) CA/3555: 8F Move vehicle/entity left 4 tiles CA/3556: A9 Move vehicle/entity left/down 2x1 tiles CA/3557: A9 Move vehicle/entity left/down 2x1 tiles CA/3558: AA Move vehicle/entity left/up 2x1 tiles CA/3559: AA Move vehicle/entity left/up 2x1 tiles CA/355A: AA Move vehicle/entity left/up 2x1 tiles CA/355B: AA Move vehicle/entity left/up 2x1 tiles CA/355C: AA Move vehicle/entity left/up 2x1 tiles CA/355D: FF End queue CA/355E: 11 Begin action queue for character $11 (NPC $11), 18 bytes long CA/3560: C4 Set vehicle/entity's event speed to faster CA/3561: 9F Move vehicle/entity left 8 tiles CA/3562: 9F Move vehicle/entity left 8 tiles CA/3563: 9F Move vehicle/entity left 8 tiles CA/3564: 8F Move vehicle/entity left 4 tiles CA/3565: D5 Set vehicle/entity's position to (23, 6) CA/3568: 9F Move vehicle/entity left 8 tiles CA/3569: 8F Move vehicle/entity left 4 tiles CA/356A: A9 Move vehicle/entity left/down 2x1 tiles CA/356B: A9 Move vehicle/entity left/down 2x1 tiles CA/356C: AA Move vehicle/entity left/up 2x1 tiles CA/356D: AA Move vehicle/entity left/up 2x1 tiles CA/356E: AA Move vehicle/entity left/up 2x1 tiles CA/356F: AA Move vehicle/entity left/up 2x1 tiles CA/3570: AA Move vehicle/entity left/up 2x1 tiles CA/3571: FF End queue CA/3572: 12 Begin action queue for character $12 (NPC $12), 20 bytes long CA/3574: C4 Set vehicle/entity's event speed to faster CA/3575: 9F Move vehicle/entity left 8 tiles CA/3576: 8F Move vehicle/entity left 4 tiles CA/3577: AA Move vehicle/entity left/up 2x1 tiles CA/3578: AA Move vehicle/entity left/up 2x1 tiles CA/3579: AA Move vehicle/entity left/up 2x1 tiles CA/357A: AA Move vehicle/entity left/up 2x1 tiles CA/357B: AA Move vehicle/entity left/up 2x1 tiles CA/357C: AA Move vehicle/entity left/up 2x1 tiles CA/357D: AA Move vehicle/entity left/up 2x1 tiles CA/357E: E0 Pause for 4 * 24 (96) frames CA/3580: D5 Set vehicle/entity's position to (16, 7) CA/3583: 93 Move vehicle/entity left 5 tiles CA/3584: AA Move vehicle/entity left/up 2x1 tiles CA/3585: FC Branch 1 bytes backwards ($CA3584) CA/3587: FF End queue CA/3588: 13 Begin action queue for character $13 (NPC $13), 15 bytes long CA/358A: C4 Set vehicle/entity's event speed to faster CA/358B: 9F Move vehicle/entity left 8 tiles CA/358C: 97 Move vehicle/entity left 6 tiles CA/358D: AA Move vehicle/entity left/up 2x1 tiles CA/358E: AA Move vehicle/entity left/up 2x1 tiles CA/358F: 9B Move vehicle/entity left 7 tiles CA/3590: E0 Pause for 4 * 28 (112) frames CA/3592: D5 Set vehicle/entity's position to (17, 6) CA/3595: 9F Move vehicle/entity left 8 tiles CA/3596: FC Branch 1 bytes backwards ($CA3595) CA/3598: FF End queue CA/3599: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/359B: A4 Move vehicle/entity right/up 1x2 tiles CA/359C: FC Branch 1 bytes backwards ($CA359B) CA/359E: FF End queue CA/359F: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/35A1: FC Branch 6 bytes backwards ($CA359B) CA/35A3: FF End queue CA/35A4: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/35A6: FC Branch 5 bytes backwards ($CA35A1) CA/35A8: FF End queue CA/35A9: 93 Pause for 45 units CA/35AA: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/35AC: C3 Set vehicle/entity's event speed to fast CA/35AD: 93 Move vehicle/entity left 5 tiles CA/35AE: C2 Set vehicle/entity's event speed to normal CA/35AF: 87 Move vehicle/entity left 2 tiles CA/35B0: C1 Set vehicle/entity's event speed to slow CA/35B1: 83 Move vehicle/entity left 1 tile CA/35B2: FF End queue CA/35B3: 95 Pause for 120 units CA/35B4: 17 Begin action queue for character $17 (NPC $17), 8 bytes long CA/35B6: D5 Set vehicle/entity's position to (8, 7) CA/35B9: AA Move vehicle/entity left/up 2x1 tiles CA/35BA: D5 Set vehicle/entity's position to (0, 0) CA/35BD: FF End queue CA/35BE: 91 Pause for 15 units CA/35BF: 18 Begin action queue for character $18 (NPC $18), 8 bytes long CA/35C1: D5 Set vehicle/entity's position to (7, 8) CA/35C4: AA Move vehicle/entity left/up 2x1 tiles CA/35C5: D5 Set vehicle/entity's position to (0, 0) CA/35C8: FF End queue CA/35C9: B5 Pause for 15 * 9 (135) units CA/35CB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/35CD: 6A Load map $00D7 (Falcon in sky with birds (ending)) after fade out, (upper bits $0400), place party at (8, 7), facing up CA/35D3: 60 Change background layer $0F to palette $14 CA/35D6: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/35D8: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/35DA: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/35DC: 78 Enable ability to pass through other objects for object $16 (NPC $16) CA/35DE: 96 Restore screen from fade CA/35DF: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/35E1: 81 Move vehicle/entity right 1 tile CA/35E2: FC Branch 1 bytes backwards ($CA35E1) CA/35E4: FF End queue CA/35E5: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CA/35E7: 81 Move vehicle/entity right 1 tile CA/35E8: FC Branch 1 bytes backwards ($CA35E7) CA/35EA: FF End queue CA/35EB: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/35ED: 81 Move vehicle/entity right 1 tile CA/35EE: FC Branch 1 bytes backwards ($CA35ED) CA/35F0: FF End queue CA/35F1: 17 Begin action queue for character $17 (NPC $17), 4 bytes long CA/35F3: A5 Move vehicle/entity right/up 2x1 tiles CA/35F4: FC Branch 1 bytes backwards ($CA35F3) CA/35F6: FF End queue CA/35F7: 18 Begin action queue for character $18 (NPC $18), 4 bytes long CA/35F9: A5 Move vehicle/entity right/up 2x1 tiles CA/35FA: FC Branch 1 bytes backwards ($CA35F9) CA/35FC: FF End queue CA/35FD: 19 Begin action queue for character $19 (NPC $19), 4 bytes long CA/35FF: A5 Move vehicle/entity right/up 2x1 tiles CA/3600: FC Branch 1 bytes backwards ($CA35FF) CA/3602: FF End queue CA/3603: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long CA/3605: 83 Move vehicle/entity left 1 tile CA/3606: FC Branch 1 bytes backwards ($CA3605) CA/3608: FF End queue CA/3609: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CA/360B: 83 Move vehicle/entity left 1 tile CA/360C: FC Branch 1 bytes backwards ($CA360B) CA/360E: FF End queue CA/360F: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CA/3611: 84 Move vehicle/entity up 2 tiles CA/3612: A4 Move vehicle/entity right/up 1x2 tiles CA/3613: A4 Move vehicle/entity right/up 1x2 tiles CA/3614: A0 Move vehicle/entity right/up 1x1 tiles CA/3615: A5 Move vehicle/entity right/up 2x1 tiles CA/3616: FF End queue CA/3617: 91 Pause for 15 units CA/3618: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CA/361A: 84 Move vehicle/entity up 2 tiles CA/361B: A4 Move vehicle/entity right/up 1x2 tiles CA/361C: A4 Move vehicle/entity right/up 1x2 tiles CA/361D: A0 Move vehicle/entity right/up 1x1 tiles CA/361E: A5 Move vehicle/entity right/up 2x1 tiles CA/361F: FF End queue CA/3620: B4 Pause for 6 units CA/3622: 15 Begin action queue for character $15 (NPC $15), 6 bytes long CA/3624: 84 Move vehicle/entity up 2 tiles CA/3625: A4 Move vehicle/entity right/up 1x2 tiles CA/3626: A4 Move vehicle/entity right/up 1x2 tiles CA/3627: A0 Move vehicle/entity right/up 1x1 tiles CA/3628: A5 Move vehicle/entity right/up 2x1 tiles CA/3629: FF End queue CA/362A: 91 Pause for 15 units CA/362B: 16 Begin action queue for character $16 (NPC $16), 6 bytes long CA/362D: 80 Move vehicle/entity up 1 tile CA/362E: A4 Move vehicle/entity right/up 1x2 tiles CA/362F: A4 Move vehicle/entity right/up 1x2 tiles CA/3630: A0 Move vehicle/entity right/up 1x1 tiles CA/3631: A5 Move vehicle/entity right/up 2x1 tiles CA/3632: FF End queue CA/3633: 1C Begin action queue for character $1C (NPC $1C), 7 bytes long CA/3635: A9 Move vehicle/entity left/down 2x1 tiles CA/3636: C0 Set vehicle/entity's event speed to slowest CA/3637: A9 Move vehicle/entity left/down 2x1 tiles CA/3638: 83 Move vehicle/entity left 1 tile CA/3639: FC Branch 1 bytes backwards ($CA3638) CA/363B: FF End queue CA/363C: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/363E: FC Branch 9 bytes backwards ($CA3635) CA/3640: FF End queue CA/3641: B5 Pause for 15 * 22 (330) units CA/3643: 97 Fade screen to black CA/3644: 5C Pause execution until fade in or fade out is complete CA/3645: D6 Set event bit $1E80($39F) [$1EF3, bit 7] CA/3647: 6B Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)) instantly, (upper bits $0400), place party at (12, 8), facing up CA/364D: 60 Change background layer $06 to palette $1D CA/3650: B2 Call subroutine $CA36FE CA/3654: 3D Create object $14 CA/3656: 3D Create object $15 CA/3658: 3D Create object $16 CA/365A: 41 Show object $14 CA/365C: 41 Show object $15 CA/365E: 41 Show object $16 CA/3660: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA366D CA/3666: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/3668: D5 Set vehicle/entity's position to (18, 10) CA/366B: 23 Do vehicle/entity graphical action $23 CA/366C: FF End queue CA/366D: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA367A CA/3673: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/3675: D5 Set vehicle/entity's position to (15, 6) CA/3678: CC Turn vehicle/entity up CA/3679: FF End queue CA/367A: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/367C: D5 Set vehicle/entity's position to (16, 6) CA/367F: CC Turn vehicle/entity up CA/3680: FF End queue CA/3681: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/3683: D5 Set vehicle/entity's position to (17, 9) CA/3686: CF Turn vehicle/entity left CA/3687: FF End queue CA/3688: 17 Begin action queue for character $17 (NPC $17), 7 bytes long CA/368A: C1 Set vehicle/entity's event speed to slow CA/368B: 93 Move vehicle/entity left 5 tiles CA/368C: C0 Set vehicle/entity's event speed to slowest CA/368D: A9 Move vehicle/entity left/down 2x1 tiles CA/368E: FC Branch 1 bytes backwards ($CA368D) CA/3690: FF End queue CA/3691: 18 Begin action queue for character $18 (NPC $18), 7 bytes long CA/3693: C1 Set vehicle/entity's event speed to slow CA/3694: 8F Move vehicle/entity left 4 tiles CA/3695: C0 Set vehicle/entity's event speed to slowest CA/3696: 83 Move vehicle/entity left 1 tile CA/3697: FC Branch 1 bytes backwards ($CA3696) CA/3699: FF End queue CA/369A: 19 Begin action queue for character $19 (NPC $19), 7 bytes long CA/369C: C1 Set vehicle/entity's event speed to slow CA/369D: 87 Move vehicle/entity left 2 tiles CA/369E: C0 Set vehicle/entity's event speed to slowest CA/369F: 83 Move vehicle/entity left 1 tile CA/36A0: FC Branch 1 bytes backwards ($CA369F) CA/36A2: FF End queue CA/36A3: 1A Begin action queue for character $1A (NPC $1A), 7 bytes long CA/36A5: C2 Set vehicle/entity's event speed to normal CA/36A6: 9F Move vehicle/entity left 8 tiles CA/36A7: C0 Set vehicle/entity's event speed to slowest CA/36A8: AA Move vehicle/entity left/up 2x1 tiles CA/36A9: FC Branch 1 bytes backwards ($CA36A8) CA/36AB: FF End queue CA/36AC: 1B Begin action queue for character $1B (NPC $1B), 7 bytes long CA/36AE: C2 Set vehicle/entity's event speed to normal CA/36AF: 97 Move vehicle/entity left 6 tiles CA/36B0: C0 Set vehicle/entity's event speed to slowest CA/36B1: 83 Move vehicle/entity left 1 tile CA/36B2: FC Branch 1 bytes backwards ($CA36B1) CA/36B4: FF End queue CA/36B5: 42 Hide object $00 CA/36B7: B2 Call subroutine $CAC819 CA/36BB: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/36BD: 78 Enable ability to pass through other objects for object $18 (NPC $18) CA/36BF: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/36C1: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/36C3: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/36C5: 96 Restore screen from fade CA/36C6: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/36C8: C1 Set vehicle/entity's event speed to slow CA/36C9: 89 Move vehicle/entity right 3 tiles CA/36CA: C0 Set vehicle/entity's event speed to slowest CA/36CB: 81 Move vehicle/entity right 1 tile CA/36CC: FF End queue CA/36CD: 92 Pause for 30 units CA/36CE: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/36D0: 0F Do vehicle/entity graphical action $0F CA/36D1: E0 Pause for 4 * 6 (24) frames CA/36D3: 0A Do vehicle/entity graphical action $0A CA/36D4: FF End queue CA/36D5: 30 Begin action queue for character $30 (Camera), 12 bytes long CA/36D7: C2 Set vehicle/entity's event speed to normal CA/36D8: 83 Move vehicle/entity left 1 tile CA/36D9: C0 Set vehicle/entity's event speed to slowest CA/36DA: 83 Move vehicle/entity left 1 tile CA/36DB: 81 Move vehicle/entity right 1 tile CA/36DC: C2 Set vehicle/entity's event speed to normal CA/36DD: 81 Move vehicle/entity right 1 tile CA/36DE: C3 Set vehicle/entity's event speed to fast CA/36DF: 85 Move vehicle/entity right 2 tiles CA/36E0: C4 Set vehicle/entity's event speed to faster CA/36E1: 99 Move vehicle/entity right 7 tiles CA/36E2: FF End queue CA/36E3: B5 Pause for 15 * 12 (180) units CA/36E5: 97 Fade screen to black CA/36E6: 5C Pause execution until fade in or fade out is complete CA/36E7: 35 Pause execution until action queue for object $30 (Camera) is complete CA/36E9: BF Show airship scene from ending CA/36EA: BA Play ending cinematic $20 CA/36EC: BB Command $BB CA/36ED: FE Return CA/36EE: B0 Execute the following commands until $B1 6 times CA/36F0: 50 Tint screen (cumulative) with color $9F CA/36F2: B4 Pause for 4 units CA/36F4: B1 End block of repeating commands CA/36F5: 93 Pause for 45 units CA/36F6: B0 Execute the following commands until $B1 6 times CA/36F8: 50 Tint screen (cumulative) with color $DF CA/36FA: B4 Pause for 4 units CA/36FC: B1 End block of repeating commands CA/36FD: FE Return CA/36FE: B2 Call subroutine $CAC90B CA/3702: B2 Call subroutine $CAC9ED CA/3706: B2 Call subroutine $CA375E CA/370A: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long CA/370C: D5 Set vehicle/entity's position to (15, 8) CA/370F: CF Turn vehicle/entity left CA/3710: FF End queue CA/3711: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/3713: D5 Set vehicle/entity's position to (17, 7) CA/3716: CF Turn vehicle/entity left CA/3717: FF End queue CA/3718: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/371A: D5 Set vehicle/entity's position to (17, 9) CA/371D: CF Turn vehicle/entity left CA/371E: FF End queue CA/371F: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/3721: D5 Set vehicle/entity's position to (17, 8) CA/3724: CF Turn vehicle/entity left CA/3725: FF End queue CA/3726: FE Return CA/3727: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/3729: DC Make vehicle/entity jump (low) CA/372A: CF Turn vehicle/entity left CA/372B: FF End queue CA/372C: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/372E: DC Make vehicle/entity jump (low) CA/372F: CD Turn vehicle/entity right CA/3730: FF End queue CA/3731: B4 Pause for 8 units CA/3733: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/3735: DC Make vehicle/entity jump (low) CA/3736: CD Turn vehicle/entity right CA/3737: FF End queue CA/3738: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/373A: DC Make vehicle/entity jump (low) CA/373B: CF Turn vehicle/entity left CA/373C: FF End queue CA/373D: B4 Pause for 4 units CA/373F: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/3741: DC Make vehicle/entity jump (low) CA/3742: CF Turn vehicle/entity left CA/3743: FF End queue CA/3744: B4 Pause for 10 units CA/3746: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/3748: DC Make vehicle/entity jump (low) CA/3749: CC Turn vehicle/entity up CA/374A: FF End queue CA/374B: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/374D: DC Make vehicle/entity jump (low) CA/374E: CF Turn vehicle/entity left CA/374F: FF End queue CA/3750: B4 Pause for 10 units CA/3752: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/3754: DC Make vehicle/entity jump (low) CA/3755: CD Turn vehicle/entity right CA/3756: FF End queue CA/3757: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/3759: DC Make vehicle/entity jump (low) CA/375A: CF Turn vehicle/entity left CA/375B: FF End queue CA/375C: 91 Pause for 15 units CA/375D: FE Return CA/375E: C0 If ($1E80($2F1) [$1EDE, bit 1] is clear), branch to $CA376B CA/3764: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/3766: D5 Set vehicle/entity's position to (19, 9) CA/3769: 09 Do vehicle/entity graphical action $09 (kneeling) CA/376A: FF End queue CA/376B: C0 If ($1E80($2F2) [$1EDE, bit 2] is clear), branch to $CA3778 CA/3771: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long CA/3773: D5 Set vehicle/entity's position to (18, 7) CA/3776: 0A Do vehicle/entity graphical action $0A CA/3777: FF End queue CA/3778: C0 If ($1E80($2F5) [$1EDE, bit 5] is clear), branch to $CA3785 CA/377E: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/3780: D5 Set vehicle/entity's position to (16, 10) CA/3783: CF Turn vehicle/entity left CA/3784: FF End queue CA/3785: C0 If ($1E80($2F7) [$1EDE, bit 7] is clear), branch to $CA3792 CA/378B: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/378D: D5 Set vehicle/entity's position to (21, 9) CA/3790: CF Turn vehicle/entity left CA/3791: FF End queue CA/3792: C0 If ($1E80($2F8) [$1EDF, bit 0] is clear), branch to $CA379F CA/3798: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CA/379A: D5 Set vehicle/entity's position to (22, 8) CA/379D: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/379E: FF End queue CA/379F: C0 If ($1E80($2FA) [$1EDF, bit 2] is clear), branch to $CA37AC CA/37A5: 0A Begin action queue for character $0A (Actor in stot 10), 5 bytes long CA/37A7: D5 Set vehicle/entity's position to (25, 9) CA/37AA: 09 Do vehicle/entity graphical action $09 (kneeling) CA/37AB: FF End queue CA/37AC: C0 If ($1E80($2FB) [$1EDF, bit 3] is clear), branch to $CA37B9 CA/37B2: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long CA/37B4: D5 Set vehicle/entity's position to (24, 6) CA/37B7: 09 Do vehicle/entity graphical action $09 (kneeling) CA/37B8: FF End queue CA/37B9: C0 If ($1E80($2FC) [$1EDF, bit 4] is clear), branch to $CA37C6 CA/37BF: 0C Begin action queue for character $0C (Actor in stot 12), 5 bytes long CA/37C1: D5 Set vehicle/entity's position to (27, 7) CA/37C4: CF Turn vehicle/entity left CA/37C5: FF End queue CA/37C6: C0 If ($1E80($2FD) [$1EDF, bit 5] is clear), branch to $CA37D3 CA/37CC: 0D Begin action queue for character $0D (Actor in stot 13), 5 bytes long CA/37CE: D5 Set vehicle/entity's position to (27, 9) CA/37D1: CF Turn vehicle/entity left CA/37D2: FF End queue CA/37D3: FE Return CA/37D4: 51 Modify background color range from [10, 4F]: Do (Black) at intensity 3 CA/37D8: 51 Modify background color range from [60, 7F]: Do (Black) at intensity 3 CA/37DC: B4 Pause for 4 units CA/37DE: 51 Modify background color range from [10, 4F]: Do (Black) at intensity 3 CA/37E2: 51 Modify background color range from [60, 7F]: Do (Black) at intensity 3 CA/37E6: B4 Pause for 6 units CA/37E8: FE Return CA/37E9: 41 Show object $0B CA/37EB: 0B Begin action queue for character $0B (Actor in stot 11), 12 bytes long CA/37ED: D5 Set vehicle/entity's position to (11, 25) CA/37F0: CD Turn vehicle/entity right CA/37F1: C7 Set vehicle/entity to stay still when moving CA/37F2: C3 Set vehicle/entity's event speed to fast CA/37F3: 90 Move vehicle/entity up 5 tiles CA/37F4: C2 Set vehicle/entity's event speed to normal CA/37F5: 80 Move vehicle/entity up 1 tile CA/37F6: C0 Set vehicle/entity's event speed to slowest CA/37F7: 80 Move vehicle/entity up 1 tile CA/37F8: FF End queue CA/37F9: FE Return CA/37FA: 41 Show object $0A CA/37FC: 0A Begin action queue for character $0A (Actor in stot 10), 12 bytes long CA/37FE: D5 Set vehicle/entity's position to (11, 25) CA/3801: CD Turn vehicle/entity right CA/3802: C7 Set vehicle/entity to stay still when moving CA/3803: C3 Set vehicle/entity's event speed to fast CA/3804: 90 Move vehicle/entity up 5 tiles CA/3805: C2 Set vehicle/entity's event speed to normal CA/3806: 80 Move vehicle/entity up 1 tile CA/3807: C0 Set vehicle/entity's event speed to slowest CA/3808: 80 Move vehicle/entity up 1 tile CA/3809: FF End queue CA/380A: FE Return CA/380B: 41 Show object $09 CA/380D: 09 Begin action queue for character $09 (Actor in stot 9), 12 bytes long CA/380F: D5 Set vehicle/entity's position to (11, 25) CA/3812: CD Turn vehicle/entity right CA/3813: C7 Set vehicle/entity to stay still when moving CA/3814: C3 Set vehicle/entity's event speed to fast CA/3815: 90 Move vehicle/entity up 5 tiles CA/3816: C2 Set vehicle/entity's event speed to normal CA/3817: 80 Move vehicle/entity up 1 tile CA/3818: C0 Set vehicle/entity's event speed to slowest CA/3819: 80 Move vehicle/entity up 1 tile CA/381A: FF End queue CA/381B: FE Return CA/381C: 41 Show object $08 CA/381E: 08 Begin action queue for character $08 (Actor in stot 8), 12 bytes long CA/3820: D5 Set vehicle/entity's position to (11, 25) CA/3823: CD Turn vehicle/entity right CA/3824: C7 Set vehicle/entity to stay still when moving CA/3825: C3 Set vehicle/entity's event speed to fast CA/3826: 90 Move vehicle/entity up 5 tiles CA/3827: C2 Set vehicle/entity's event speed to normal CA/3828: 80 Move vehicle/entity up 1 tile CA/3829: C0 Set vehicle/entity's event speed to slowest CA/382A: 80 Move vehicle/entity up 1 tile CA/382B: FF End queue CA/382C: FE Return CA/382D: 41 Show object $07 CA/382F: 07 Begin action queue for character $07 (Actor in stot 7), 12 bytes long CA/3831: D5 Set vehicle/entity's position to (11, 25) CA/3834: CD Turn vehicle/entity right CA/3835: C7 Set vehicle/entity to stay still when moving CA/3836: C3 Set vehicle/entity's event speed to fast CA/3837: 90 Move vehicle/entity up 5 tiles CA/3838: C2 Set vehicle/entity's event speed to normal CA/3839: 80 Move vehicle/entity up 1 tile CA/383A: C0 Set vehicle/entity's event speed to slowest CA/383B: 80 Move vehicle/entity up 1 tile CA/383C: FF End queue CA/383D: FE Return CA/383E: 41 Show object $03 CA/3840: 03 Begin action queue for character $03 (Actor in stot 3), 12 bytes long CA/3842: D5 Set vehicle/entity's position to (11, 25) CA/3845: CD Turn vehicle/entity right CA/3846: C7 Set vehicle/entity to stay still when moving CA/3847: C3 Set vehicle/entity's event speed to fast CA/3848: 90 Move vehicle/entity up 5 tiles CA/3849: C2 Set vehicle/entity's event speed to normal CA/384A: 80 Move vehicle/entity up 1 tile CA/384B: C0 Set vehicle/entity's event speed to slowest CA/384C: 80 Move vehicle/entity up 1 tile CA/384D: FF End queue CA/384E: FE Return CA/384F: 41 Show object $02 CA/3851: 02 Begin action queue for character $02 (Actor in stot 2), 12 bytes long CA/3853: D5 Set vehicle/entity's position to (11, 25) CA/3856: CD Turn vehicle/entity right CA/3857: C7 Set vehicle/entity to stay still when moving CA/3858: C3 Set vehicle/entity's event speed to fast CA/3859: 90 Move vehicle/entity up 5 tiles CA/385A: C2 Set vehicle/entity's event speed to normal CA/385B: 80 Move vehicle/entity up 1 tile CA/385C: C0 Set vehicle/entity's event speed to slowest CA/385D: 80 Move vehicle/entity up 1 tile CA/385E: FF End queue CA/385F: FE Return CA/3860: 41 Show object $05 CA/3862: 05 Begin action queue for character $05 (Actor in stot 5), 12 bytes long CA/3864: D5 Set vehicle/entity's position to (11, 25) CA/3867: CD Turn vehicle/entity right CA/3868: C7 Set vehicle/entity to stay still when moving CA/3869: C3 Set vehicle/entity's event speed to fast CA/386A: 90 Move vehicle/entity up 5 tiles CA/386B: C2 Set vehicle/entity's event speed to normal CA/386C: 80 Move vehicle/entity up 1 tile CA/386D: C0 Set vehicle/entity's event speed to slowest CA/386E: 80 Move vehicle/entity up 1 tile CA/386F: FF End queue CA/3870: FE Return CA/3871: 41 Show object $06 CA/3873: 06 Begin action queue for character $06 (Actor in stot 6), 12 bytes long CA/3875: D5 Set vehicle/entity's position to (11, 25) CA/3878: CD Turn vehicle/entity right CA/3879: C7 Set vehicle/entity to stay still when moving CA/387A: C3 Set vehicle/entity's event speed to fast CA/387B: 90 Move vehicle/entity up 5 tiles CA/387C: C2 Set vehicle/entity's event speed to normal CA/387D: 80 Move vehicle/entity up 1 tile CA/387E: C0 Set vehicle/entity's event speed to slowest CA/387F: 80 Move vehicle/entity up 1 tile CA/3880: FF End queue CA/3881: FE Return CA/3882: 41 Show object $04 CA/3884: 04 Begin action queue for character $04 (Actor in stot 4), 12 bytes long CA/3886: D5 Set vehicle/entity's position to (11, 25) CA/3889: CD Turn vehicle/entity right CA/388A: C7 Set vehicle/entity to stay still when moving CA/388B: C3 Set vehicle/entity's event speed to fast CA/388C: 90 Move vehicle/entity up 5 tiles CA/388D: C2 Set vehicle/entity's event speed to normal CA/388E: 80 Move vehicle/entity up 1 tile CA/388F: C0 Set vehicle/entity's event speed to slowest CA/3890: 80 Move vehicle/entity up 1 tile CA/3891: FF End queue CA/3892: FE Return CA/3893: 41 Show object $01 CA/3895: 01 Begin action queue for character $01 (Actor in stot 1), 12 bytes long CA/3897: D5 Set vehicle/entity's position to (11, 25) CA/389A: CD Turn vehicle/entity right CA/389B: C7 Set vehicle/entity to stay still when moving CA/389C: C3 Set vehicle/entity's event speed to fast CA/389D: 90 Move vehicle/entity up 5 tiles CA/389E: C2 Set vehicle/entity's event speed to normal CA/389F: 80 Move vehicle/entity up 1 tile CA/38A0: C0 Set vehicle/entity's event speed to slowest CA/38A1: 80 Move vehicle/entity up 1 tile CA/38A2: FF End queue CA/38A3: FE Return CA/38A4: 41 Show object $00 CA/38A6: 00 Begin action queue for character $00 (Actor in stot 0), 12 bytes long CA/38A8: D5 Set vehicle/entity's position to (11, 25) CA/38AB: CD Turn vehicle/entity right CA/38AC: C7 Set vehicle/entity to stay still when moving CA/38AD: C3 Set vehicle/entity's event speed to fast CA/38AE: 90 Move vehicle/entity up 5 tiles CA/38AF: C2 Set vehicle/entity's event speed to normal CA/38B0: 80 Move vehicle/entity up 1 tile CA/38B1: C0 Set vehicle/entity's event speed to slowest CA/38B2: 80 Move vehicle/entity up 1 tile CA/38B3: FF End queue CA/38B4: FE Return CA/38B5: 41 Show object $0C CA/38B7: 0C Begin action queue for character $0C (Actor in stot 12), 12 bytes long CA/38B9: D5 Set vehicle/entity's position to (11, 25) CA/38BC: CD Turn vehicle/entity right CA/38BD: C7 Set vehicle/entity to stay still when moving CA/38BE: C3 Set vehicle/entity's event speed to fast CA/38BF: 90 Move vehicle/entity up 5 tiles CA/38C0: C2 Set vehicle/entity's event speed to normal CA/38C1: 80 Move vehicle/entity up 1 tile CA/38C2: C0 Set vehicle/entity's event speed to slowest CA/38C3: 80 Move vehicle/entity up 1 tile CA/38C4: FF End queue CA/38C5: FE Return CA/38C6: 41 Show object $0D CA/38C8: 0D Begin action queue for character $0D (Actor in stot 13), 12 bytes long CA/38CA: D5 Set vehicle/entity's position to (11, 25) CA/38CD: CD Turn vehicle/entity right CA/38CE: C7 Set vehicle/entity to stay still when moving CA/38CF: C3 Set vehicle/entity's event speed to fast CA/38D0: 90 Move vehicle/entity up 5 tiles CA/38D1: C2 Set vehicle/entity's event speed to normal CA/38D2: 80 Move vehicle/entity up 1 tile CA/38D3: C0 Set vehicle/entity's event speed to slowest CA/38D4: 80 Move vehicle/entity up 1 tile CA/38D5: FF End queue CA/38D6: FE Return CA/38D7: 41 Show object $00 CA/38D9: 00 Begin action queue for character $00 (Actor in stot 0), 16 bytes long CA/38DB: D5 Set vehicle/entity's position to (20, 25) CA/38DE: E0 Pause for 4 * 8 (32) frames CA/38E0: CF Turn vehicle/entity left CA/38E1: C7 Set vehicle/entity to stay still when moving CA/38E2: C3 Set vehicle/entity's event speed to fast CA/38E3: 90 Move vehicle/entity up 5 tiles CA/38E4: C2 Set vehicle/entity's event speed to normal CA/38E5: 84 Move vehicle/entity up 2 tiles CA/38E6: C0 Set vehicle/entity's event speed to slowest CA/38E7: 80 Move vehicle/entity up 1 tile CA/38E8: 82 Move vehicle/entity down 1 tile CA/38E9: C6 Set vehicle/entity to walk when moving CA/38EA: FF End queue CA/38EB: FE Return CA/38EC: 41 Show object $01 CA/38EE: 01 Begin action queue for character $01 (Actor in stot 1), 16 bytes long CA/38F0: D5 Set vehicle/entity's position to (20, 25) CA/38F3: E0 Pause for 4 * 8 (32) frames CA/38F5: CF Turn vehicle/entity left CA/38F6: C7 Set vehicle/entity to stay still when moving CA/38F7: C3 Set vehicle/entity's event speed to fast CA/38F8: 90 Move vehicle/entity up 5 tiles CA/38F9: C2 Set vehicle/entity's event speed to normal CA/38FA: 84 Move vehicle/entity up 2 tiles CA/38FB: C0 Set vehicle/entity's event speed to slowest CA/38FC: 80 Move vehicle/entity up 1 tile CA/38FD: 82 Move vehicle/entity down 1 tile CA/38FE: C6 Set vehicle/entity to walk when moving CA/38FF: FF End queue CA/3900: FE Return CA/3901: 41 Show object $04 CA/3903: 04 Begin action queue for character $04 (Actor in stot 4), 16 bytes long CA/3905: D5 Set vehicle/entity's position to (20, 25) CA/3908: E0 Pause for 4 * 8 (32) frames CA/390A: CF Turn vehicle/entity left CA/390B: C7 Set vehicle/entity to stay still when moving CA/390C: C3 Set vehicle/entity's event speed to fast CA/390D: 90 Move vehicle/entity up 5 tiles CA/390E: C2 Set vehicle/entity's event speed to normal CA/390F: 84 Move vehicle/entity up 2 tiles CA/3910: C0 Set vehicle/entity's event speed to slowest CA/3911: 80 Move vehicle/entity up 1 tile CA/3912: 82 Move vehicle/entity down 1 tile CA/3913: C6 Set vehicle/entity to walk when moving CA/3914: FF End queue CA/3915: FE Return CA/3916: 41 Show object $06 CA/3918: 06 Begin action queue for character $06 (Actor in stot 6), 16 bytes long CA/391A: D5 Set vehicle/entity's position to (20, 25) CA/391D: E0 Pause for 4 * 8 (32) frames CA/391F: CF Turn vehicle/entity left CA/3920: C7 Set vehicle/entity to stay still when moving CA/3921: C3 Set vehicle/entity's event speed to fast CA/3922: 90 Move vehicle/entity up 5 tiles CA/3923: C2 Set vehicle/entity's event speed to normal CA/3924: 84 Move vehicle/entity up 2 tiles CA/3925: C0 Set vehicle/entity's event speed to slowest CA/3926: 80 Move vehicle/entity up 1 tile CA/3927: 82 Move vehicle/entity down 1 tile CA/3928: C6 Set vehicle/entity to walk when moving CA/3929: FF End queue CA/392A: FE Return CA/392B: 41 Show object $05 CA/392D: 05 Begin action queue for character $05 (Actor in stot 5), 16 bytes long CA/392F: D5 Set vehicle/entity's position to (20, 25) CA/3932: E0 Pause for 4 * 8 (32) frames CA/3934: CF Turn vehicle/entity left CA/3935: C7 Set vehicle/entity to stay still when moving CA/3936: C3 Set vehicle/entity's event speed to fast CA/3937: 90 Move vehicle/entity up 5 tiles CA/3938: C2 Set vehicle/entity's event speed to normal CA/3939: 84 Move vehicle/entity up 2 tiles CA/393A: C0 Set vehicle/entity's event speed to slowest CA/393B: 80 Move vehicle/entity up 1 tile CA/393C: 82 Move vehicle/entity down 1 tile CA/393D: C6 Set vehicle/entity to walk when moving CA/393E: FF End queue CA/393F: FE Return CA/3940: 41 Show object $02 CA/3942: 02 Begin action queue for character $02 (Actor in stot 2), 16 bytes long CA/3944: D5 Set vehicle/entity's position to (20, 25) CA/3947: E0 Pause for 4 * 8 (32) frames CA/3949: CF Turn vehicle/entity left CA/394A: C7 Set vehicle/entity to stay still when moving CA/394B: C3 Set vehicle/entity's event speed to fast CA/394C: 90 Move vehicle/entity up 5 tiles CA/394D: C2 Set vehicle/entity's event speed to normal CA/394E: 84 Move vehicle/entity up 2 tiles CA/394F: C0 Set vehicle/entity's event speed to slowest CA/3950: 80 Move vehicle/entity up 1 tile CA/3951: 82 Move vehicle/entity down 1 tile CA/3952: C6 Set vehicle/entity to walk when moving CA/3953: FF End queue CA/3954: FE Return CA/3955: 41 Show object $03 CA/3957: 03 Begin action queue for character $03 (Actor in stot 3), 16 bytes long CA/3959: D5 Set vehicle/entity's position to (20, 25) CA/395C: E0 Pause for 4 * 8 (32) frames CA/395E: CF Turn vehicle/entity left CA/395F: C7 Set vehicle/entity to stay still when moving CA/3960: C3 Set vehicle/entity's event speed to fast CA/3961: 90 Move vehicle/entity up 5 tiles CA/3962: C2 Set vehicle/entity's event speed to normal CA/3963: 84 Move vehicle/entity up 2 tiles CA/3964: C0 Set vehicle/entity's event speed to slowest CA/3965: 80 Move vehicle/entity up 1 tile CA/3966: 82 Move vehicle/entity down 1 tile CA/3967: C6 Set vehicle/entity to walk when moving CA/3968: FF End queue CA/3969: FE Return CA/396A: 41 Show object $07 CA/396C: 07 Begin action queue for character $07 (Actor in stot 7), 16 bytes long CA/396E: D5 Set vehicle/entity's position to (20, 25) CA/3971: E0 Pause for 4 * 8 (32) frames CA/3973: CF Turn vehicle/entity left CA/3974: C7 Set vehicle/entity to stay still when moving CA/3975: C3 Set vehicle/entity's event speed to fast CA/3976: 90 Move vehicle/entity up 5 tiles CA/3977: C2 Set vehicle/entity's event speed to normal CA/3978: 84 Move vehicle/entity up 2 tiles CA/3979: C0 Set vehicle/entity's event speed to slowest CA/397A: 80 Move vehicle/entity up 1 tile CA/397B: 82 Move vehicle/entity down 1 tile CA/397C: C6 Set vehicle/entity to walk when moving CA/397D: FF End queue CA/397E: FE Return CA/397F: 41 Show object $08 CA/3981: 08 Begin action queue for character $08 (Actor in stot 8), 16 bytes long CA/3983: D5 Set vehicle/entity's position to (20, 25) CA/3986: E0 Pause for 4 * 8 (32) frames CA/3988: CF Turn vehicle/entity left CA/3989: C7 Set vehicle/entity to stay still when moving CA/398A: C3 Set vehicle/entity's event speed to fast CA/398B: 90 Move vehicle/entity up 5 tiles CA/398C: C2 Set vehicle/entity's event speed to normal CA/398D: 84 Move vehicle/entity up 2 tiles CA/398E: C0 Set vehicle/entity's event speed to slowest CA/398F: 80 Move vehicle/entity up 1 tile CA/3990: 82 Move vehicle/entity down 1 tile CA/3991: C6 Set vehicle/entity to walk when moving CA/3992: FF End queue CA/3993: FE Return CA/3994: 41 Show object $09 CA/3996: 09 Begin action queue for character $09 (Actor in stot 9), 16 bytes long CA/3998: D5 Set vehicle/entity's position to (20, 25) CA/399B: E0 Pause for 4 * 8 (32) frames CA/399D: CF Turn vehicle/entity left CA/399E: C7 Set vehicle/entity to stay still when moving CA/399F: C3 Set vehicle/entity's event speed to fast CA/39A0: 90 Move vehicle/entity up 5 tiles CA/39A1: C2 Set vehicle/entity's event speed to normal CA/39A2: 84 Move vehicle/entity up 2 tiles CA/39A3: C0 Set vehicle/entity's event speed to slowest CA/39A4: 80 Move vehicle/entity up 1 tile CA/39A5: 82 Move vehicle/entity down 1 tile CA/39A6: C6 Set vehicle/entity to walk when moving CA/39A7: FF End queue CA/39A8: FE Return CA/39A9: 41 Show object $0A CA/39AB: 0A Begin action queue for character $0A (Actor in stot 10), 16 bytes long CA/39AD: D5 Set vehicle/entity's position to (20, 25) CA/39B0: E0 Pause for 4 * 8 (32) frames CA/39B2: CF Turn vehicle/entity left CA/39B3: C7 Set vehicle/entity to stay still when moving CA/39B4: C3 Set vehicle/entity's event speed to fast CA/39B5: 90 Move vehicle/entity up 5 tiles CA/39B6: C2 Set vehicle/entity's event speed to normal CA/39B7: 84 Move vehicle/entity up 2 tiles CA/39B8: C0 Set vehicle/entity's event speed to slowest CA/39B9: 80 Move vehicle/entity up 1 tile CA/39BA: 82 Move vehicle/entity down 1 tile CA/39BB: C6 Set vehicle/entity to walk when moving CA/39BC: FF End queue CA/39BD: FE Return CA/39BE: 41 Show object $0B CA/39C0: 0B Begin action queue for character $0B (Actor in stot 11), 16 bytes long CA/39C2: D5 Set vehicle/entity's position to (20, 25) CA/39C5: E0 Pause for 4 * 8 (32) frames CA/39C7: CF Turn vehicle/entity left CA/39C8: C7 Set vehicle/entity to stay still when moving CA/39C9: C3 Set vehicle/entity's event speed to fast CA/39CA: 90 Move vehicle/entity up 5 tiles CA/39CB: C2 Set vehicle/entity's event speed to normal CA/39CC: 84 Move vehicle/entity up 2 tiles CA/39CD: C0 Set vehicle/entity's event speed to slowest CA/39CE: 80 Move vehicle/entity up 1 tile CA/39CF: 82 Move vehicle/entity down 1 tile CA/39D0: C6 Set vehicle/entity to walk when moving CA/39D1: FF End queue CA/39D2: FE Return CA/39D3: 41 Show object $00 CA/39D5: 00 Begin action queue for character $00 (Actor in stot 0), 16 bytes long CA/39D7: D5 Set vehicle/entity's position to (20, 25) CA/39DA: E0 Pause for 4 * 8 (32) frames CA/39DC: CF Turn vehicle/entity left CA/39DD: C7 Set vehicle/entity to stay still when moving CA/39DE: C3 Set vehicle/entity's event speed to fast CA/39DF: 90 Move vehicle/entity up 5 tiles CA/39E0: C2 Set vehicle/entity's event speed to normal CA/39E1: 84 Move vehicle/entity up 2 tiles CA/39E2: C0 Set vehicle/entity's event speed to slowest CA/39E3: 80 Move vehicle/entity up 1 tile CA/39E4: 82 Move vehicle/entity down 1 tile CA/39E5: C6 Set vehicle/entity to walk when moving CA/39E6: FF End queue CA/39E7: FE Return CA/39E8: 41 Show object $00 CA/39EA: 00 Begin action queue for character $00 (Actor in stot 0), 16 bytes long CA/39EC: D5 Set vehicle/entity's position to (20, 25) CA/39EF: E0 Pause for 4 * 8 (32) frames CA/39F1: CF Turn vehicle/entity left CA/39F2: C7 Set vehicle/entity to stay still when moving CA/39F3: C3 Set vehicle/entity's event speed to fast CA/39F4: 90 Move vehicle/entity up 5 tiles CA/39F5: C2 Set vehicle/entity's event speed to normal CA/39F6: 84 Move vehicle/entity up 2 tiles CA/39F7: C0 Set vehicle/entity's event speed to slowest CA/39F8: 80 Move vehicle/entity up 1 tile CA/39F9: 82 Move vehicle/entity down 1 tile CA/39FA: C6 Set vehicle/entity to walk when moving CA/39FB: FF End queue CA/39FC: FE Return CA/39FD: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/39FF: 1D Do vehicle/entity graphical action $1D CA/3A00: FF End queue CA/3A01: B4 Pause for 8 units CA/3A03: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/3A05: 1E Do vehicle/entity graphical action $1E CA/3A06: FF End queue CA/3A07: B4 Pause for 8 units CA/3A09: FE Return CA/3A0A: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete) CA/3A0C: D5 Set vehicle/entity's position to (18, 15) CA/3A0F: C1 Set vehicle/entity's event speed to slow CA/3A10: A4 Move vehicle/entity right/up 1x2 tiles CA/3A11: 80 Move vehicle/entity up 1 tile CA/3A12: CF Turn vehicle/entity left CA/3A13: FF End queue CA/3A14: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A17: FE Return CA/3A18: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CA/3A1A: D5 Set vehicle/entity's position to (18, 15) CA/3A1D: C1 Set vehicle/entity's event speed to slow CA/3A1E: A4 Move vehicle/entity right/up 1x2 tiles CA/3A1F: 80 Move vehicle/entity up 1 tile CA/3A20: CF Turn vehicle/entity left CA/3A21: FF End queue CA/3A22: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A25: FE Return CA/3A26: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/3A28: D5 Set vehicle/entity's position to (18, 15) CA/3A2B: C1 Set vehicle/entity's event speed to slow CA/3A2C: A4 Move vehicle/entity right/up 1x2 tiles CA/3A2D: 80 Move vehicle/entity up 1 tile CA/3A2E: CF Turn vehicle/entity left CA/3A2F: FF End queue CA/3A30: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A33: FE Return CA/3A34: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/3A36: D5 Set vehicle/entity's position to (18, 15) CA/3A39: C1 Set vehicle/entity's event speed to slow CA/3A3A: A4 Move vehicle/entity right/up 1x2 tiles CA/3A3B: 80 Move vehicle/entity up 1 tile CA/3A3C: CF Turn vehicle/entity left CA/3A3D: FF End queue CA/3A3E: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A41: FE Return CA/3A42: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete) CA/3A44: D5 Set vehicle/entity's position to (18, 15) CA/3A47: C1 Set vehicle/entity's event speed to slow CA/3A48: A4 Move vehicle/entity right/up 1x2 tiles CA/3A49: 80 Move vehicle/entity up 1 tile CA/3A4A: CF Turn vehicle/entity left CA/3A4B: FF End queue CA/3A4C: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A4F: FE Return CA/3A50: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete) CA/3A52: D5 Set vehicle/entity's position to (18, 15) CA/3A55: C1 Set vehicle/entity's event speed to slow CA/3A56: A4 Move vehicle/entity right/up 1x2 tiles CA/3A57: 80 Move vehicle/entity up 1 tile CA/3A58: CF Turn vehicle/entity left CA/3A59: FF End queue CA/3A5A: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A5D: FE Return CA/3A5E: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete) CA/3A60: D5 Set vehicle/entity's position to (18, 15) CA/3A63: C1 Set vehicle/entity's event speed to slow CA/3A64: A4 Move vehicle/entity right/up 1x2 tiles CA/3A65: 80 Move vehicle/entity up 1 tile CA/3A66: CF Turn vehicle/entity left CA/3A67: FF End queue CA/3A68: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A6B: FE Return CA/3A6C: 07 Begin action queue for character $07 (Actor in stot 7), 8 bytes long (Wait until complete) CA/3A6E: D5 Set vehicle/entity's position to (18, 15) CA/3A71: C1 Set vehicle/entity's event speed to slow CA/3A72: A4 Move vehicle/entity right/up 1x2 tiles CA/3A73: 80 Move vehicle/entity up 1 tile CA/3A74: CF Turn vehicle/entity left CA/3A75: FF End queue CA/3A76: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A79: FE Return CA/3A7A: 08 Begin action queue for character $08 (Actor in stot 8), 8 bytes long (Wait until complete) CA/3A7C: D5 Set vehicle/entity's position to (18, 15) CA/3A7F: C1 Set vehicle/entity's event speed to slow CA/3A80: A4 Move vehicle/entity right/up 1x2 tiles CA/3A81: 80 Move vehicle/entity up 1 tile CA/3A82: CF Turn vehicle/entity left CA/3A83: FF End queue CA/3A84: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A87: FE Return CA/3A88: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete) CA/3A8A: D5 Set vehicle/entity's position to (18, 15) CA/3A8D: C1 Set vehicle/entity's event speed to slow CA/3A8E: A4 Move vehicle/entity right/up 1x2 tiles CA/3A8F: 80 Move vehicle/entity up 1 tile CA/3A90: CF Turn vehicle/entity left CA/3A91: FF End queue CA/3A92: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3A95: FE Return CA/3A96: 0A Begin action queue for character $0A (Actor in stot 10), 8 bytes long (Wait until complete) CA/3A98: D5 Set vehicle/entity's position to (18, 15) CA/3A9B: C1 Set vehicle/entity's event speed to slow CA/3A9C: A4 Move vehicle/entity right/up 1x2 tiles CA/3A9D: 80 Move vehicle/entity up 1 tile CA/3A9E: CF Turn vehicle/entity left CA/3A9F: FF End queue CA/3AA0: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3AA3: FE Return CA/3AA4: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete) CA/3AA6: D5 Set vehicle/entity's position to (18, 15) CA/3AA9: C1 Set vehicle/entity's event speed to slow CA/3AAA: A4 Move vehicle/entity right/up 1x2 tiles CA/3AAB: 80 Move vehicle/entity up 1 tile CA/3AAC: CF Turn vehicle/entity left CA/3AAD: FF End queue CA/3AAE: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3AB1: FE Return CA/3AB2: 0C Begin action queue for character $0C (Actor in stot 12), 8 bytes long (Wait until complete) CA/3AB4: D5 Set vehicle/entity's position to (18, 15) CA/3AB7: C1 Set vehicle/entity's event speed to slow CA/3AB8: A4 Move vehicle/entity right/up 1x2 tiles CA/3AB9: 80 Move vehicle/entity up 1 tile CA/3ABA: CF Turn vehicle/entity left CA/3ABB: FF End queue CA/3ABC: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3ABF: FE Return CA/3AC0: 0D Begin action queue for character $0D (Actor in stot 13), 8 bytes long (Wait until complete) CA/3AC2: D5 Set vehicle/entity's position to (18, 15) CA/3AC5: C1 Set vehicle/entity's event speed to slow CA/3AC6: A4 Move vehicle/entity right/up 1x2 tiles CA/3AC7: 80 Move vehicle/entity up 1 tile CA/3AC8: CF Turn vehicle/entity left CA/3AC9: FF End queue CA/3ACA: 4B Display dialogue message $0BB0, wait for button press (Show text only) It's not the net result of one's life that's important! It's the day-to-day concerns, the personal victories, and the celebration of life…and love! CA/3ACD: FE Return CA/3ACE: 00 Begin action queue for character $00 (Actor in stot 0), 20 bytes long (Wait until complete) CA/3AD0: C5 Set vehicle/entity's event speed to fastest CA/3AD1: 1F Do vehicle/entity graphical action $1F CA/3AD2: C7 Set vehicle/entity to stay still when moving CA/3AD3: A3 Move vehicle/entity left/up 1x1 tiles CA/3AD4: A3 Move vehicle/entity left/up 1x1 tiles CA/3AD5: AA Move vehicle/entity left/up 2x1 tiles CA/3AD6: 83 Move vehicle/entity left 1 tile CA/3AD7: 0B Do vehicle/entity graphical action $0B CA/3AD8: C2 Set vehicle/entity's event speed to normal CA/3AD9: DD Make vehicle/entity jump (high) CA/3ADA: A2 Move vehicle/entity left/down 1x1 tiles CA/3ADB: A2 Move vehicle/entity left/down 1x1 tiles CA/3ADC: C1 Set vehicle/entity's event speed to slow CA/3ADD: DC Make vehicle/entity jump (low) CA/3ADE: 82 Move vehicle/entity down 1 tile CA/3ADF: 28 Do vehicle/entity graphical action $28 CA/3AE0: E0 Pause for 4 * 12 (48) frames CA/3AE2: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3AE3: FF End queue CA/3AE4: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3AE7: FE Return CA/3AE8: 01 Begin action queue for character $01 (Actor in stot 1), 20 bytes long (Wait until complete) CA/3AEA: C5 Set vehicle/entity's event speed to fastest CA/3AEB: 1F Do vehicle/entity graphical action $1F CA/3AEC: C7 Set vehicle/entity to stay still when moving CA/3AED: A3 Move vehicle/entity left/up 1x1 tiles CA/3AEE: A3 Move vehicle/entity left/up 1x1 tiles CA/3AEF: AA Move vehicle/entity left/up 2x1 tiles CA/3AF0: 83 Move vehicle/entity left 1 tile CA/3AF1: 0B Do vehicle/entity graphical action $0B CA/3AF2: C2 Set vehicle/entity's event speed to normal CA/3AF3: DD Make vehicle/entity jump (high) CA/3AF4: A2 Move vehicle/entity left/down 1x1 tiles CA/3AF5: A2 Move vehicle/entity left/down 1x1 tiles CA/3AF6: C1 Set vehicle/entity's event speed to slow CA/3AF7: DC Make vehicle/entity jump (low) CA/3AF8: 82 Move vehicle/entity down 1 tile CA/3AF9: 28 Do vehicle/entity graphical action $28 CA/3AFA: E0 Pause for 4 * 12 (48) frames CA/3AFC: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3AFD: FF End queue CA/3AFE: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B01: FE Return CA/3B02: 04 Begin action queue for character $04 (Actor in stot 4), 20 bytes long (Wait until complete) CA/3B04: C5 Set vehicle/entity's event speed to fastest CA/3B05: 1F Do vehicle/entity graphical action $1F CA/3B06: C7 Set vehicle/entity to stay still when moving CA/3B07: A3 Move vehicle/entity left/up 1x1 tiles CA/3B08: A3 Move vehicle/entity left/up 1x1 tiles CA/3B09: AA Move vehicle/entity left/up 2x1 tiles CA/3B0A: 83 Move vehicle/entity left 1 tile CA/3B0B: 0B Do vehicle/entity graphical action $0B CA/3B0C: C2 Set vehicle/entity's event speed to normal CA/3B0D: DD Make vehicle/entity jump (high) CA/3B0E: A2 Move vehicle/entity left/down 1x1 tiles CA/3B0F: A2 Move vehicle/entity left/down 1x1 tiles CA/3B10: C1 Set vehicle/entity's event speed to slow CA/3B11: DC Make vehicle/entity jump (low) CA/3B12: 82 Move vehicle/entity down 1 tile CA/3B13: 28 Do vehicle/entity graphical action $28 CA/3B14: E0 Pause for 4 * 12 (48) frames CA/3B16: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B17: FF End queue CA/3B18: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B1B: FE Return CA/3B1C: 06 Begin action queue for character $06 (Actor in stot 6), 20 bytes long (Wait until complete) CA/3B1E: C5 Set vehicle/entity's event speed to fastest CA/3B1F: 1F Do vehicle/entity graphical action $1F CA/3B20: C7 Set vehicle/entity to stay still when moving CA/3B21: A3 Move vehicle/entity left/up 1x1 tiles CA/3B22: A3 Move vehicle/entity left/up 1x1 tiles CA/3B23: AA Move vehicle/entity left/up 2x1 tiles CA/3B24: 83 Move vehicle/entity left 1 tile CA/3B25: 0B Do vehicle/entity graphical action $0B CA/3B26: C2 Set vehicle/entity's event speed to normal CA/3B27: DD Make vehicle/entity jump (high) CA/3B28: A2 Move vehicle/entity left/down 1x1 tiles CA/3B29: A2 Move vehicle/entity left/down 1x1 tiles CA/3B2A: C1 Set vehicle/entity's event speed to slow CA/3B2B: DC Make vehicle/entity jump (low) CA/3B2C: 82 Move vehicle/entity down 1 tile CA/3B2D: 28 Do vehicle/entity graphical action $28 CA/3B2E: E0 Pause for 4 * 12 (48) frames CA/3B30: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B31: FF End queue CA/3B32: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B35: FE Return CA/3B36: 05 Begin action queue for character $05 (Actor in stot 5), 20 bytes long (Wait until complete) CA/3B38: C5 Set vehicle/entity's event speed to fastest CA/3B39: 1F Do vehicle/entity graphical action $1F CA/3B3A: C7 Set vehicle/entity to stay still when moving CA/3B3B: A3 Move vehicle/entity left/up 1x1 tiles CA/3B3C: A3 Move vehicle/entity left/up 1x1 tiles CA/3B3D: AA Move vehicle/entity left/up 2x1 tiles CA/3B3E: 83 Move vehicle/entity left 1 tile CA/3B3F: 0B Do vehicle/entity graphical action $0B CA/3B40: C2 Set vehicle/entity's event speed to normal CA/3B41: DD Make vehicle/entity jump (high) CA/3B42: A2 Move vehicle/entity left/down 1x1 tiles CA/3B43: A2 Move vehicle/entity left/down 1x1 tiles CA/3B44: C1 Set vehicle/entity's event speed to slow CA/3B45: DC Make vehicle/entity jump (low) CA/3B46: 82 Move vehicle/entity down 1 tile CA/3B47: 28 Do vehicle/entity graphical action $28 CA/3B48: E0 Pause for 4 * 12 (48) frames CA/3B4A: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B4B: FF End queue CA/3B4C: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B4F: FE Return CA/3B50: 02 Begin action queue for character $02 (Actor in stot 2), 20 bytes long (Wait until complete) CA/3B52: C5 Set vehicle/entity's event speed to fastest CA/3B53: 1F Do vehicle/entity graphical action $1F CA/3B54: C7 Set vehicle/entity to stay still when moving CA/3B55: A3 Move vehicle/entity left/up 1x1 tiles CA/3B56: A3 Move vehicle/entity left/up 1x1 tiles CA/3B57: AA Move vehicle/entity left/up 2x1 tiles CA/3B58: 83 Move vehicle/entity left 1 tile CA/3B59: 0B Do vehicle/entity graphical action $0B CA/3B5A: C2 Set vehicle/entity's event speed to normal CA/3B5B: DD Make vehicle/entity jump (high) CA/3B5C: A2 Move vehicle/entity left/down 1x1 tiles CA/3B5D: A2 Move vehicle/entity left/down 1x1 tiles CA/3B5E: C1 Set vehicle/entity's event speed to slow CA/3B5F: DC Make vehicle/entity jump (low) CA/3B60: 82 Move vehicle/entity down 1 tile CA/3B61: 28 Do vehicle/entity graphical action $28 CA/3B62: E0 Pause for 4 * 12 (48) frames CA/3B64: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B65: FF End queue CA/3B66: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B69: FE Return CA/3B6A: 03 Begin action queue for character $03 (Actor in stot 3), 20 bytes long (Wait until complete) CA/3B6C: C5 Set vehicle/entity's event speed to fastest CA/3B6D: 1F Do vehicle/entity graphical action $1F CA/3B6E: C7 Set vehicle/entity to stay still when moving CA/3B6F: A3 Move vehicle/entity left/up 1x1 tiles CA/3B70: A3 Move vehicle/entity left/up 1x1 tiles CA/3B71: AA Move vehicle/entity left/up 2x1 tiles CA/3B72: 83 Move vehicle/entity left 1 tile CA/3B73: 0B Do vehicle/entity graphical action $0B CA/3B74: C2 Set vehicle/entity's event speed to normal CA/3B75: DD Make vehicle/entity jump (high) CA/3B76: A2 Move vehicle/entity left/down 1x1 tiles CA/3B77: A2 Move vehicle/entity left/down 1x1 tiles CA/3B78: C1 Set vehicle/entity's event speed to slow CA/3B79: DC Make vehicle/entity jump (low) CA/3B7A: 82 Move vehicle/entity down 1 tile CA/3B7B: 28 Do vehicle/entity graphical action $28 CA/3B7C: E0 Pause for 4 * 12 (48) frames CA/3B7E: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B7F: FF End queue CA/3B80: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B83: FE Return CA/3B84: 07 Begin action queue for character $07 (Actor in stot 7), 20 bytes long (Wait until complete) CA/3B86: C5 Set vehicle/entity's event speed to fastest CA/3B87: 1F Do vehicle/entity graphical action $1F CA/3B88: C7 Set vehicle/entity to stay still when moving CA/3B89: A3 Move vehicle/entity left/up 1x1 tiles CA/3B8A: A3 Move vehicle/entity left/up 1x1 tiles CA/3B8B: AA Move vehicle/entity left/up 2x1 tiles CA/3B8C: 83 Move vehicle/entity left 1 tile CA/3B8D: 0B Do vehicle/entity graphical action $0B CA/3B8E: C2 Set vehicle/entity's event speed to normal CA/3B8F: DD Make vehicle/entity jump (high) CA/3B90: A2 Move vehicle/entity left/down 1x1 tiles CA/3B91: A2 Move vehicle/entity left/down 1x1 tiles CA/3B92: C1 Set vehicle/entity's event speed to slow CA/3B93: DC Make vehicle/entity jump (low) CA/3B94: 82 Move vehicle/entity down 1 tile CA/3B95: 28 Do vehicle/entity graphical action $28 CA/3B96: E0 Pause for 4 * 12 (48) frames CA/3B98: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3B99: FF End queue CA/3B9A: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3B9D: FE Return CA/3B9E: 08 Begin action queue for character $08 (Actor in stot 8), 20 bytes long (Wait until complete) CA/3BA0: C5 Set vehicle/entity's event speed to fastest CA/3BA1: 1F Do vehicle/entity graphical action $1F CA/3BA2: C7 Set vehicle/entity to stay still when moving CA/3BA3: A3 Move vehicle/entity left/up 1x1 tiles CA/3BA4: A3 Move vehicle/entity left/up 1x1 tiles CA/3BA5: AA Move vehicle/entity left/up 2x1 tiles CA/3BA6: 83 Move vehicle/entity left 1 tile CA/3BA7: 0B Do vehicle/entity graphical action $0B CA/3BA8: C2 Set vehicle/entity's event speed to normal CA/3BA9: DD Make vehicle/entity jump (high) CA/3BAA: A2 Move vehicle/entity left/down 1x1 tiles CA/3BAB: A2 Move vehicle/entity left/down 1x1 tiles CA/3BAC: C1 Set vehicle/entity's event speed to slow CA/3BAD: DC Make vehicle/entity jump (low) CA/3BAE: 82 Move vehicle/entity down 1 tile CA/3BAF: 28 Do vehicle/entity graphical action $28 CA/3BB0: E0 Pause for 4 * 12 (48) frames CA/3BB2: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3BB3: FF End queue CA/3BB4: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3BB7: FE Return CA/3BB8: 09 Begin action queue for character $09 (Actor in stot 9), 20 bytes long (Wait until complete) CA/3BBA: C5 Set vehicle/entity's event speed to fastest CA/3BBB: 1F Do vehicle/entity graphical action $1F CA/3BBC: C7 Set vehicle/entity to stay still when moving CA/3BBD: A3 Move vehicle/entity left/up 1x1 tiles CA/3BBE: A3 Move vehicle/entity left/up 1x1 tiles CA/3BBF: AA Move vehicle/entity left/up 2x1 tiles CA/3BC0: 83 Move vehicle/entity left 1 tile CA/3BC1: 0B Do vehicle/entity graphical action $0B CA/3BC2: C2 Set vehicle/entity's event speed to normal CA/3BC3: DD Make vehicle/entity jump (high) CA/3BC4: A2 Move vehicle/entity left/down 1x1 tiles CA/3BC5: A2 Move vehicle/entity left/down 1x1 tiles CA/3BC6: C1 Set vehicle/entity's event speed to slow CA/3BC7: DC Make vehicle/entity jump (low) CA/3BC8: 82 Move vehicle/entity down 1 tile CA/3BC9: 28 Do vehicle/entity graphical action $28 CA/3BCA: E0 Pause for 4 * 12 (48) frames CA/3BCC: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3BCD: FF End queue CA/3BCE: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3BD1: FE Return CA/3BD2: 0A Begin action queue for character $0A (Actor in stot 10), 20 bytes long (Wait until complete) CA/3BD4: C5 Set vehicle/entity's event speed to fastest CA/3BD5: 1F Do vehicle/entity graphical action $1F CA/3BD6: C7 Set vehicle/entity to stay still when moving CA/3BD7: A3 Move vehicle/entity left/up 1x1 tiles CA/3BD8: A3 Move vehicle/entity left/up 1x1 tiles CA/3BD9: AA Move vehicle/entity left/up 2x1 tiles CA/3BDA: 83 Move vehicle/entity left 1 tile CA/3BDB: 0B Do vehicle/entity graphical action $0B CA/3BDC: C2 Set vehicle/entity's event speed to normal CA/3BDD: DD Make vehicle/entity jump (high) CA/3BDE: A2 Move vehicle/entity left/down 1x1 tiles CA/3BDF: A2 Move vehicle/entity left/down 1x1 tiles CA/3BE0: C1 Set vehicle/entity's event speed to slow CA/3BE1: DC Make vehicle/entity jump (low) CA/3BE2: 82 Move vehicle/entity down 1 tile CA/3BE3: 28 Do vehicle/entity graphical action $28 CA/3BE4: E0 Pause for 4 * 12 (48) frames CA/3BE6: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3BE7: FF End queue CA/3BE8: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3BEB: FE Return CA/3BEC: 0B Begin action queue for character $0B (Actor in stot 11), 20 bytes long (Wait until complete) CA/3BEE: C5 Set vehicle/entity's event speed to fastest CA/3BEF: 1F Do vehicle/entity graphical action $1F CA/3BF0: C7 Set vehicle/entity to stay still when moving CA/3BF1: A3 Move vehicle/entity left/up 1x1 tiles CA/3BF2: A3 Move vehicle/entity left/up 1x1 tiles CA/3BF3: AA Move vehicle/entity left/up 2x1 tiles CA/3BF4: 83 Move vehicle/entity left 1 tile CA/3BF5: 0B Do vehicle/entity graphical action $0B CA/3BF6: C2 Set vehicle/entity's event speed to normal CA/3BF7: DD Make vehicle/entity jump (high) CA/3BF8: A2 Move vehicle/entity left/down 1x1 tiles CA/3BF9: A2 Move vehicle/entity left/down 1x1 tiles CA/3BFA: C1 Set vehicle/entity's event speed to slow CA/3BFB: DC Make vehicle/entity jump (low) CA/3BFC: 82 Move vehicle/entity down 1 tile CA/3BFD: 28 Do vehicle/entity graphical action $28 CA/3BFE: E0 Pause for 4 * 12 (48) frames CA/3C00: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3C01: FF End queue CA/3C02: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3C05: FE Return CA/3C06: 0C Begin action queue for character $0C (Actor in stot 12), 20 bytes long (Wait until complete) CA/3C08: C5 Set vehicle/entity's event speed to fastest CA/3C09: 1F Do vehicle/entity graphical action $1F CA/3C0A: C7 Set vehicle/entity to stay still when moving CA/3C0B: A3 Move vehicle/entity left/up 1x1 tiles CA/3C0C: A3 Move vehicle/entity left/up 1x1 tiles CA/3C0D: AA Move vehicle/entity left/up 2x1 tiles CA/3C0E: 83 Move vehicle/entity left 1 tile CA/3C0F: 0B Do vehicle/entity graphical action $0B CA/3C10: C2 Set vehicle/entity's event speed to normal CA/3C11: DD Make vehicle/entity jump (high) CA/3C12: A2 Move vehicle/entity left/down 1x1 tiles CA/3C13: A2 Move vehicle/entity left/down 1x1 tiles CA/3C14: C1 Set vehicle/entity's event speed to slow CA/3C15: DC Make vehicle/entity jump (low) CA/3C16: 82 Move vehicle/entity down 1 tile CA/3C17: 28 Do vehicle/entity graphical action $28 CA/3C18: E0 Pause for 4 * 12 (48) frames CA/3C1A: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3C1B: FF End queue CA/3C1C: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3C1F: FE Return CA/3C20: 0D Begin action queue for character $0D (Actor in stot 13), 20 bytes long (Wait until complete) CA/3C22: C5 Set vehicle/entity's event speed to fastest CA/3C23: 1F Do vehicle/entity graphical action $1F CA/3C24: C7 Set vehicle/entity to stay still when moving CA/3C25: A3 Move vehicle/entity left/up 1x1 tiles CA/3C26: A3 Move vehicle/entity left/up 1x1 tiles CA/3C27: AA Move vehicle/entity left/up 2x1 tiles CA/3C28: 83 Move vehicle/entity left 1 tile CA/3C29: 0B Do vehicle/entity graphical action $0B CA/3C2A: C2 Set vehicle/entity's event speed to normal CA/3C2B: DD Make vehicle/entity jump (high) CA/3C2C: A2 Move vehicle/entity left/down 1x1 tiles CA/3C2D: A2 Move vehicle/entity left/down 1x1 tiles CA/3C2E: C1 Set vehicle/entity's event speed to slow CA/3C2F: DC Make vehicle/entity jump (low) CA/3C30: 82 Move vehicle/entity down 1 tile CA/3C31: 28 Do vehicle/entity graphical action $28 CA/3C32: E0 Pause for 4 * 12 (48) frames CA/3C34: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/3C35: FF End queue CA/3C36: 4B Display dialogue message $0BB1, wait for button press (Show text only) It's enough if people are able to experience the joy that each day can bring! CA/3C39: FE Return CA/3C3A: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long (Wait until complete) CA/3C3C: C6 Set vehicle/entity to walk when moving CA/3C3D: CD Turn vehicle/entity right CA/3C3E: FF End queue CA/3C3F: 94 Pause for 60 units CA/3C40: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3C43: 00 Begin action queue for character $00 (Actor in stot 0), 8 bytes long (Wait until complete) CA/3C45: C2 Set vehicle/entity's event speed to normal CA/3C46: 86 Move vehicle/entity down 2 tiles CA/3C47: C7 Set vehicle/entity to stay still when moving CA/3C48: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3C49: DD Make vehicle/entity jump (high) CA/3C4A: 8E Move vehicle/entity down 4 tiles CA/3C4B: C6 Set vehicle/entity to walk when moving CA/3C4C: FF End queue CA/3C4D: FE Return CA/3C4E: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CA/3C50: C6 Set vehicle/entity to walk when moving CA/3C51: CD Turn vehicle/entity right CA/3C52: FF End queue CA/3C53: 94 Pause for 60 units CA/3C54: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3C57: 01 Begin action queue for character $01 (Actor in stot 1), 8 bytes long (Wait until complete) CA/3C59: C2 Set vehicle/entity's event speed to normal CA/3C5A: 86 Move vehicle/entity down 2 tiles CA/3C5B: C7 Set vehicle/entity to stay still when moving CA/3C5C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3C5D: DD Make vehicle/entity jump (high) CA/3C5E: 8E Move vehicle/entity down 4 tiles CA/3C5F: C6 Set vehicle/entity to walk when moving CA/3C60: FF End queue CA/3C61: FE Return CA/3C62: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/3C64: C6 Set vehicle/entity to walk when moving CA/3C65: CD Turn vehicle/entity right CA/3C66: FF End queue CA/3C67: 94 Pause for 60 units CA/3C68: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3C6B: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/3C6D: C2 Set vehicle/entity's event speed to normal CA/3C6E: 86 Move vehicle/entity down 2 tiles CA/3C6F: C7 Set vehicle/entity to stay still when moving CA/3C70: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3C71: DD Make vehicle/entity jump (high) CA/3C72: 8E Move vehicle/entity down 4 tiles CA/3C73: C6 Set vehicle/entity to walk when moving CA/3C74: FF End queue CA/3C75: FE Return CA/3C76: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long (Wait until complete) CA/3C78: C6 Set vehicle/entity to walk when moving CA/3C79: CD Turn vehicle/entity right CA/3C7A: FF End queue CA/3C7B: 94 Pause for 60 units CA/3C7C: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3C7F: 06 Begin action queue for character $06 (Actor in stot 6), 8 bytes long (Wait until complete) CA/3C81: C2 Set vehicle/entity's event speed to normal CA/3C82: 86 Move vehicle/entity down 2 tiles CA/3C83: C7 Set vehicle/entity to stay still when moving CA/3C84: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3C85: DD Make vehicle/entity jump (high) CA/3C86: 8E Move vehicle/entity down 4 tiles CA/3C87: C6 Set vehicle/entity to walk when moving CA/3C88: FF End queue CA/3C89: FE Return CA/3C8A: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CA/3C8C: C6 Set vehicle/entity to walk when moving CA/3C8D: CD Turn vehicle/entity right CA/3C8E: FF End queue CA/3C8F: 94 Pause for 60 units CA/3C90: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3C93: 05 Begin action queue for character $05 (Actor in stot 5), 8 bytes long (Wait until complete) CA/3C95: C2 Set vehicle/entity's event speed to normal CA/3C96: 86 Move vehicle/entity down 2 tiles CA/3C97: C7 Set vehicle/entity to stay still when moving CA/3C98: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3C99: DD Make vehicle/entity jump (high) CA/3C9A: 8E Move vehicle/entity down 4 tiles CA/3C9B: C6 Set vehicle/entity to walk when moving CA/3C9C: FF End queue CA/3C9D: FE Return CA/3C9E: 02 Begin action queue for character $02 (Actor in stot 2), 3 bytes long (Wait until complete) CA/3CA0: C6 Set vehicle/entity to walk when moving CA/3CA1: CD Turn vehicle/entity right CA/3CA2: FF End queue CA/3CA3: 94 Pause for 60 units CA/3CA4: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3CA7: 02 Begin action queue for character $02 (Actor in stot 2), 8 bytes long (Wait until complete) CA/3CA9: C2 Set vehicle/entity's event speed to normal CA/3CAA: 86 Move vehicle/entity down 2 tiles CA/3CAB: C7 Set vehicle/entity to stay still when moving CA/3CAC: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3CAD: DD Make vehicle/entity jump (high) CA/3CAE: 8E Move vehicle/entity down 4 tiles CA/3CAF: C6 Set vehicle/entity to walk when moving CA/3CB0: FF End queue CA/3CB1: FE Return CA/3CB2: 03 Begin action queue for character $03 (Actor in stot 3), 3 bytes long (Wait until complete) CA/3CB4: C6 Set vehicle/entity to walk when moving CA/3CB5: CD Turn vehicle/entity right CA/3CB6: FF End queue CA/3CB7: 94 Pause for 60 units CA/3CB8: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3CBB: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete) CA/3CBD: C2 Set vehicle/entity's event speed to normal CA/3CBE: 86 Move vehicle/entity down 2 tiles CA/3CBF: C7 Set vehicle/entity to stay still when moving CA/3CC0: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3CC1: DD Make vehicle/entity jump (high) CA/3CC2: 8E Move vehicle/entity down 4 tiles CA/3CC3: C6 Set vehicle/entity to walk when moving CA/3CC4: FF End queue CA/3CC5: FE Return CA/3CC6: 07 Begin action queue for character $07 (Actor in stot 7), 3 bytes long (Wait until complete) CA/3CC8: C6 Set vehicle/entity to walk when moving CA/3CC9: CD Turn vehicle/entity right CA/3CCA: FF End queue CA/3CCB: 94 Pause for 60 units CA/3CCC: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3CCF: 07 Begin action queue for character $07 (Actor in stot 7), 8 bytes long (Wait until complete) CA/3CD1: C2 Set vehicle/entity's event speed to normal CA/3CD2: 86 Move vehicle/entity down 2 tiles CA/3CD3: C7 Set vehicle/entity to stay still when moving CA/3CD4: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3CD5: DD Make vehicle/entity jump (high) CA/3CD6: 8E Move vehicle/entity down 4 tiles CA/3CD7: C6 Set vehicle/entity to walk when moving CA/3CD8: FF End queue CA/3CD9: FE Return CA/3CDA: 08 Begin action queue for character $08 (Actor in stot 8), 3 bytes long (Wait until complete) CA/3CDC: C6 Set vehicle/entity to walk when moving CA/3CDD: CD Turn vehicle/entity right CA/3CDE: FF End queue CA/3CDF: 94 Pause for 60 units CA/3CE0: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3CE3: 08 Begin action queue for character $08 (Actor in stot 8), 8 bytes long (Wait until complete) CA/3CE5: C2 Set vehicle/entity's event speed to normal CA/3CE6: 86 Move vehicle/entity down 2 tiles CA/3CE7: C7 Set vehicle/entity to stay still when moving CA/3CE8: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3CE9: DD Make vehicle/entity jump (high) CA/3CEA: 8E Move vehicle/entity down 4 tiles CA/3CEB: C6 Set vehicle/entity to walk when moving CA/3CEC: FF End queue CA/3CED: FE Return CA/3CEE: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete) CA/3CF0: C6 Set vehicle/entity to walk when moving CA/3CF1: CD Turn vehicle/entity right CA/3CF2: FF End queue CA/3CF3: 94 Pause for 60 units CA/3CF4: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3CF7: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete) CA/3CF9: C2 Set vehicle/entity's event speed to normal CA/3CFA: 86 Move vehicle/entity down 2 tiles CA/3CFB: C7 Set vehicle/entity to stay still when moving CA/3CFC: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3CFD: DD Make vehicle/entity jump (high) CA/3CFE: 8E Move vehicle/entity down 4 tiles CA/3CFF: C6 Set vehicle/entity to walk when moving CA/3D00: FF End queue CA/3D01: FE Return CA/3D02: 0A Begin action queue for character $0A (Actor in stot 10), 3 bytes long (Wait until complete) CA/3D04: C6 Set vehicle/entity to walk when moving CA/3D05: CD Turn vehicle/entity right CA/3D06: FF End queue CA/3D07: 94 Pause for 60 units CA/3D08: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3D0B: 0A Begin action queue for character $0A (Actor in stot 10), 8 bytes long (Wait until complete) CA/3D0D: C2 Set vehicle/entity's event speed to normal CA/3D0E: 86 Move vehicle/entity down 2 tiles CA/3D0F: C7 Set vehicle/entity to stay still when moving CA/3D10: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3D11: DD Make vehicle/entity jump (high) CA/3D12: 8E Move vehicle/entity down 4 tiles CA/3D13: C6 Set vehicle/entity to walk when moving CA/3D14: FF End queue CA/3D15: FE Return CA/3D16: 0B Begin action queue for character $0B (Actor in stot 11), 3 bytes long (Wait until complete) CA/3D18: C6 Set vehicle/entity to walk when moving CA/3D19: CD Turn vehicle/entity right CA/3D1A: FF End queue CA/3D1B: 94 Pause for 60 units CA/3D1C: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3D1F: 0B Begin action queue for character $0B (Actor in stot 11), 8 bytes long (Wait until complete) CA/3D21: C2 Set vehicle/entity's event speed to normal CA/3D22: 86 Move vehicle/entity down 2 tiles CA/3D23: C7 Set vehicle/entity to stay still when moving CA/3D24: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3D25: DD Make vehicle/entity jump (high) CA/3D26: 8E Move vehicle/entity down 4 tiles CA/3D27: C6 Set vehicle/entity to walk when moving CA/3D28: FF End queue CA/3D29: FE Return CA/3D2A: 0C Begin action queue for character $0C (Actor in stot 12), 3 bytes long (Wait until complete) CA/3D2C: C6 Set vehicle/entity to walk when moving CA/3D2D: CD Turn vehicle/entity right CA/3D2E: FF End queue CA/3D2F: 94 Pause for 60 units CA/3D30: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3D33: 0C Begin action queue for character $0C (Actor in stot 12), 8 bytes long (Wait until complete) CA/3D35: C2 Set vehicle/entity's event speed to normal CA/3D36: 86 Move vehicle/entity down 2 tiles CA/3D37: C7 Set vehicle/entity to stay still when moving CA/3D38: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3D39: DD Make vehicle/entity jump (high) CA/3D3A: 8E Move vehicle/entity down 4 tiles CA/3D3B: C6 Set vehicle/entity to walk when moving CA/3D3C: FF End queue CA/3D3D: FE Return CA/3D3E: 0D Begin action queue for character $0D (Actor in stot 13), 3 bytes long (Wait until complete) CA/3D40: C6 Set vehicle/entity to walk when moving CA/3D41: CD Turn vehicle/entity right CA/3D42: FF End queue CA/3D43: 94 Pause for 60 units CA/3D44: 4B Display dialogue message $0BB3, wait for button press (Show text only) Yes! CA/3D47: 0D Begin action queue for character $0D (Actor in stot 13), 8 bytes long (Wait until complete) CA/3D49: C2 Set vehicle/entity's event speed to normal CA/3D4A: 86 Move vehicle/entity down 2 tiles CA/3D4B: C7 Set vehicle/entity to stay still when moving CA/3D4C: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/3D4D: DD Make vehicle/entity jump (high) CA/3D4E: 8E Move vehicle/entity down 4 tiles CA/3D4F: C6 Set vehicle/entity to walk when moving CA/3D50: FF End queue CA/3D51: FE Return CA/3D52: 4B Display dialogue message $0BB4, wait for button press (Show text only) (At bottom of screen) TERRA: I know what love is…! CA/3D55: FE Return CA/3D56: 4B Display dialogue message $0BB5, wait for button press (Show text only) (At bottom of screen) LOCKE: And I have learned to celebrate life…and the living. CA/3D59: FE Return CA/3D5A: 4B Display dialogue message $0BB6, wait for button press (Show text only) (At bottom of screen) CYAN: My family lives on inside of me. CA/3D5D: FE Return CA/3D5E: 4B Display dialogue message $0BB7, wait for button press (Show text only) (At bottom of screen) SHADOW: I know what friendship is… and family… CA/3D61: FE Return CA/3D62: 4B Display dialogue message $0BB8, wait for button press (Show text only) (At bottom of screen) EDGAR: It is my dream to build a kingdom in which I can guarantee freedom, and dignity. CA/3D65: FE Return CA/3D66: 4B Display dialogue message $0BB9, wait for button press (Show text only) (At bottom of screen) SABIN: I have come to experience anew the love of my brother! CA/3D69: FE Return CA/3D6A: 4B Display dialogue message $0BBA, wait for button press (Show text only) (At bottom of screen) CELES: I've met someone who can accept me for what I am. CA/3D6D: FE Return CA/3D6E: 4B Display dialogue message $0BBB, wait for button press (Show text only) (At bottom of screen) STRAGO: I have a special little Granddaughter! CA/3D71: FE Return CA/3D72: 4B Display dialogue message $0BBC, wait for button press (Show text only) (At bottom of screen) RELM: And I have a brave Grandpa who'll stand by me through it all. CA/3D75: FE Return CA/3D76: 4B Display dialogue message $0BBD, wait for button press (Show text only) (At bottom of screen) SETZER: My friend's airship… and her love! CA/3D79: FE Return CA/3D7A: 4B Display dialogue message $0BBE, wait for button press (Show text only) (At bottom of screen) MOG: I have my friends here! CA/3D7D: FE Return CA/3D7E: 4B Display dialogue message $0BBF, wait for button press (Show text only) (At bottom of screen) GAU: You my friends! Me uwaooo all of you! CA/3D81: FE Return CA/3D82: E3 Load CaseWord with available characters? CA/3D83: C0 If ($1E80($1A0) [$1EB4, bit 0] is clear), branch to $CA3D90 CA/3D89: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/3D8B: D5 Set vehicle/entity's position to (15, 21) CA/3D8E: CC Turn vehicle/entity up CA/3D8F: FF End queue CA/3D90: C0 If ($1E80($1A1) [$1EB4, bit 1] is clear), branch to $CA3D9D CA/3D96: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/3D98: D5 Set vehicle/entity's position to (15, 22) CA/3D9B: CC Turn vehicle/entity up CA/3D9C: FF End queue CA/3D9D: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA3DAA CA/3DA3: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/3DA5: D5 Set vehicle/entity's position to (10, 22) CA/3DA8: CC Turn vehicle/entity up CA/3DA9: FF End queue CA/3DAA: C0 If ($1E80($1A6) [$1EB4, bit 6] is clear), branch to $CA3DB7 CA/3DB0: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/3DB2: D5 Set vehicle/entity's position to (16, 22) CA/3DB5: CC Turn vehicle/entity up CA/3DB6: FF End queue CA/3DB7: C0 If ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA3DC4 CA/3DBD: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/3DBF: D5 Set vehicle/entity's position to (14, 22) CA/3DC2: CC Turn vehicle/entity up CA/3DC3: FF End queue CA/3DC4: C0 If ($1E80($1A2) [$1EB4, bit 2] is clear), branch to $CA3DD1 CA/3DCA: 02 Begin action queue for character $02 (Actor in stot 2), 5 bytes long (Wait until complete) CA/3DCC: D5 Set vehicle/entity's position to (17, 22) CA/3DCF: CC Turn vehicle/entity up CA/3DD0: FF End queue CA/3DD1: C0 If ($1E80($1A3) [$1EB4, bit 3] is clear), branch to $CA3DDE CA/3DD7: 03 Begin action queue for character $03 (Actor in stot 3), 5 bytes long (Wait until complete) CA/3DD9: D5 Set vehicle/entity's position to (13, 22) CA/3DDC: CC Turn vehicle/entity up CA/3DDD: FF End queue CA/3DDE: C0 If ($1E80($1A7) [$1EB4, bit 7] is clear), branch to $CA3DEB CA/3DE4: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CA/3DE6: D5 Set vehicle/entity's position to (18, 22) CA/3DE9: CC Turn vehicle/entity up CA/3DEA: FF End queue CA/3DEB: C0 If ($1E80($1A8) [$1EB5, bit 0] is clear), branch to $CA3DF8 CA/3DF1: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long (Wait until complete) CA/3DF3: D5 Set vehicle/entity's position to (12, 22) CA/3DF6: CC Turn vehicle/entity up CA/3DF7: FF End queue CA/3DF8: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CA3E05 CA/3DFE: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/3E00: D5 Set vehicle/entity's position to (19, 22) CA/3E03: CC Turn vehicle/entity up CA/3E04: FF End queue CA/3E05: C0 If ($1E80($1AA) [$1EB5, bit 2] is clear), branch to $CA3E12 CA/3E0B: 0A Begin action queue for character $0A (Actor in stot 10), 5 bytes long (Wait until complete) CA/3E0D: D5 Set vehicle/entity's position to (11, 22) CA/3E10: CC Turn vehicle/entity up CA/3E11: FF End queue CA/3E12: C0 If ($1E80($1AB) [$1EB5, bit 3] is clear), branch to $CA3E1F CA/3E18: 0B Begin action queue for character $0B (Actor in stot 11), 5 bytes long (Wait until complete) CA/3E1A: D5 Set vehicle/entity's position to (20, 22) CA/3E1D: CC Turn vehicle/entity up CA/3E1E: FF End queue CA/3E1F: C0 If ($1E80($1AC) [$1EB5, bit 4] is clear), branch to $CA3E2C CA/3E25: 0C Begin action queue for character $0C (Actor in stot 12), 5 bytes long (Wait until complete) CA/3E27: D5 Set vehicle/entity's position to (12, 23) CA/3E2A: CC Turn vehicle/entity up CA/3E2B: FF End queue CA/3E2C: C0 If ($1E80($1AD) [$1EB5, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/3E32: 0D Begin action queue for character $0D (Actor in stot 13), 5 bytes long (Wait until complete) CA/3E34: D5 Set vehicle/entity's position to (19, 23) CA/3E37: CC Turn vehicle/entity up CA/3E38: FF End queue CA/3E39: FE Return CA/3E3A: 74 Replace current map's Layer 2 at (8, 65) with the following (14 x 15) chunk CA/3E3F: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E4D: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E5B: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E69: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E77: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E85: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3E93: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3EA1: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3EAF: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3EBD: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3ECB: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3ED9: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3EE7: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3EF5: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3F03: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/3F11: 75 Refresh map after alteration CA/3F12: FE Return CA/3F13: 4B Display dialogue message $0B94, wait for button press TERRA: General Leo… I believe I understand what you're trying to say. CA/3F16: B2 Call subroutine $CAF59D CA/3F1A: FE Return CA/3F1B: 4B Display dialogue message $0B95, wait for button press LOCKE: As long as there're people who need to be protected, I'll fight! CA/3F1E: B2 Call subroutine $CAF59D CA/3F22: FE Return CA/3F23: 4B Display dialogue message $0B96, wait for button press CYAN: What an amazing device! CA/3F26: B2 Call subroutine $CAF59D CA/3F2A: FE Return CA/3F2B: 4B Display dialogue message $0B97, wait for button press SHADOW: …… CA/3F2E: B2 Call subroutine $CAF59D CA/3F32: FE Return CA/3F33: 4B Display dialogue message $0B98, wait for button press EDGAR: If something happens to me, all the world's women will grieve! CA/3F36: B2 Call subroutine $CAF59D CA/3F3A: FE Return CA/3F3B: 4B Display dialogue message $0B99, wait for button press SABIN: Riiiiiight! CA/3F3E: B2 Call subroutine $CAF59D CA/3F42: FE Return CA/3F43: 4B Display dialogue message $0B9A, wait for button press CELES: I'm glad I made it this far…I feel I have a lot to live for… CA/3F46: B2 Call subroutine $CAF59D CA/3F4A: FE Return CA/3F4B: 4B Display dialogue message $0B9B, wait for button press STRAGO: Hey everyone! Let me see the light in your eyes! The old man, here, hasn't given up yet! CA/3F4E: B2 Call subroutine $CAF59D CA/3F52: FE Return CA/3F53: 4B Display dialogue message $0B9C, wait for button press RELM: Let's do it! Let's go get that madman! CA/3F56: B2 Call subroutine $CAF59D CA/3F5A: FE Return CA/3F5B: 4B Display dialogue message $0B9D, wait for button press SETZER: Something good will come of it all! CA/3F5E: B2 Call subroutine $CAF59D CA/3F62: FE Return CA/3F63: 4B Display dialogue message $068B, wait for button press MOG: Kupoppo!! CA/3F66: B2 Call subroutine $CAF59D CA/3F6A: FE Return CA/3F6B: 4B Display dialogue message $068D, wait for button press GAU: GAU become stronger on the Veldt. CA/3F6E: B2 Call subroutine $CAF59D CA/3F72: FE Return CA/3F73: 4B Display dialogue message $068F, wait for button press GOGO: …… CA/3F76: B2 Call subroutine $CAF59D CA/3F7A: FE Return CA/3F7B: 4B Display dialogue message $0690, wait for button press UMARO: Uhhhh… CA/3F7E: B2 Call subroutine $CAF59D CA/3F82: FE Return CA/3F83: C0 If ($1E80($0CB) [$1E99, bit 3] is set), branch to $CA5EB3 (simply returns) CA/3F89: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/3F8F: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/3F91: DE Load CaseWord with the characters in the currently active party? CA/3F92: C0 If ($1E80($1A9) [$1EB5, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/3F98: B2 Call subroutine $CAC6AC CA/3F9C: 3C Set up the party as follows: $09 (Actor in stot 9), $FF (), $FF (), $FF () CA/3FA1: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/3FA3: C2 Set vehicle/entity's event speed to normal CA/3FA4: 83 Move vehicle/entity left 1 tile CA/3FA5: CC Turn vehicle/entity up CA/3FA6: FF End queue CA/3FA7: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/3FA9: C2 Set vehicle/entity's event speed to normal CA/3FAA: 81 Move vehicle/entity right 1 tile CA/3FAB: CC Turn vehicle/entity up CA/3FAC: FF End queue CA/3FAD: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/3FAF: C2 Set vehicle/entity's event speed to normal CA/3FB0: 82 Move vehicle/entity down 1 tile CA/3FB1: CC Turn vehicle/entity up CA/3FB2: FF End queue CA/3FB3: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/3FB5: C2 Set vehicle/entity's event speed to normal CA/3FB6: CC Turn vehicle/entity up CA/3FB7: FF End queue CA/3FB8: 92 Pause for 30 units CA/3FB9: 4B Display dialogue message $099B, wait for button press CELES: This person… She was your friend? SETZER: Yeah. She was a piece of work. Nothing scared her… CA/3FBC: 94 Pause for 60 units CA/3FBD: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/3FBF: 1B Do vehicle/entity graphical action $1B CA/3FC0: E0 Pause for 4 * 8 (32) frames CA/3FC2: 1C Do vehicle/entity graphical action $1C CA/3FC3: FF End queue CA/3FC4: D0 Set event bit $1E80($0CB) [$1E99, bit 3] CA/3FC6: F4 Play sound effect 187 CA/3FC8: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/3FCA: B2 Call subroutine $CAF1A2 CA/3FCE: B5 Pause for 15 * 6 (90) units CA/3FD0: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete) CA/3FD2: CE Turn vehicle/entity down CA/3FD3: E0 Pause for 4 * 6 (24) frames CA/3FD5: 23 Do vehicle/entity graphical action $23 CA/3FD6: E0 Pause for 4 * 4 (16) frames CA/3FD8: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/3FD9: FF End queue CA/3FDA: 4B Display dialogue message $099C, wait for button press SETZER: Could be anything lurking down here, so keep your eyes peeled! CA/3FDD: B2 Call subroutine $CB2E34 CA/3FE1: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/3FE3: 81 Move vehicle/entity right 1 tile CA/3FE4: FF End queue CA/3FE5: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/3FE7: 83 Move vehicle/entity left 1 tile CA/3FE8: FF End queue CA/3FE9: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/3FEB: 80 Move vehicle/entity up 1 tile CA/3FEC: FF End queue CA/3FED: 92 Pause for 30 units CA/3FEE: B2 Call subroutine $CACB95 CA/3FF2: FE Return CA/3FF3: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/3FFB: 4B Display dialogue message $09DE, wait for button press Letters have been carved here… CA/3FFE: 4B Display dialogue message $09DF, wait for button press DLRO CA/4001: D0 Set event bit $1E80($0C2) [$1E98, bit 2] CA/4003: FE Return CA/4004: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/400C: 4B Display dialogue message $09DE, wait for button press Letters have been carved here… CA/400F: 4B Display dialogue message $09E0, wait for button press ERAU CA/4012: D0 Set event bit $1E80($0C3) [$1E98, bit 3] CA/4014: FE Return CA/4015: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/401D: 4B Display dialogue message $09DE, wait for button press Letters have been carved here… CA/4020: 4B Display dialogue message $09E1, wait for button press QSSI CA/4023: D0 Set event bit $1E80($0C4) [$1E98, bit 4] CA/4025: FE Return CA/4026: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/402E: 4B Display dialogue message $09DE, wait for button press Letters have been carved here… CA/4031: 4B Display dialogue message $09E2, wait for button press WEHT CA/4034: D0 Set event bit $1E80($0C5) [$1E98, bit 5] CA/4036: FE Return CA/4037: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/403F: C0 If ($1E80($112) [$1EA2, bit 2] is set), branch to $CA4050 CA/4045: 4B Display dialogue message $09DC, wait for button press The tombstone is blank. Carve something? ^ Yes ^ No CA/4048: B6 Indexed branch based on prior dialogue selection [$CA4054, $CA5EB3] CA/404F: FE Return CA/4050: 4B Display dialogue message $09C4, wait for button press ERAUQS SI DLROW EHT CA/4053: FE Return CA/4054: C3 If ($1E80($0C2) [$1E98, bit 2] is clear) or ($1E80($0C3) [$1E98, bit 3] is clear) or ($1E80($0C4) [$1E98, bit 4] is clear) or ($1E80($0C5) [$1E98, bit 5] is clear), branch to $CA4071 CA/4060: 4B Display dialogue message $09B3, wait for button press ^ DLRO ^ ERAU ^ QSSI ^ WEHT CA/4063: B6 Indexed branch based on prior dialogue selection [$CA4075, $CA4083, $CA4091, $CA409F] CA/4070: FE Return CA/4071: 4B Display dialogue message $09DD, wait for button press Nothing appropriate comes to mind… CA/4074: FE Return CA/4075: 4B Display dialogue message $09B4, wait for button press ^ ERAU ^ QSSI ^ WEHT CA/4078: B6 Indexed branch based on prior dialogue selection [$CA40AD, $CA40B8, $CA40C3] CA/4082: FE Return CA/4083: 4B Display dialogue message $09B5, wait for button press ^ DLRO ^ QSSI ^ WEHT CA/4086: B6 Indexed branch based on prior dialogue selection [$CA40CE, $CA40D9, $CA40E4] CA/4090: FE Return CA/4091: 4B Display dialogue message $09B6, wait for button press ^ DLRO ^ ERAU ^ WEHT CA/4094: B6 Indexed branch based on prior dialogue selection [$CA40EF, $CA40FA, $CA4105] CA/409E: FE Return CA/409F: 4B Display dialogue message $09B7, wait for button press ^ DLRO ^ ERAU ^ QSSI CA/40A2: B6 Indexed branch based on prior dialogue selection [$CA4110, $CA411B, $CA4126] CA/40AC: FE Return CA/40AD: 4B Display dialogue message $09B8, wait for button press ^ QSSI ^ WEHT CA/40B0: B6 Indexed branch based on prior dialogue selection [$CA4167, $CA4163] CA/40B7: FE Return CA/40B8: 4B Display dialogue message $09B9, wait for button press ^ ERAU ^ WEHT CA/40BB: B6 Indexed branch based on prior dialogue selection [$CA416B, $CA416F] CA/40C2: FE Return CA/40C3: 4B Display dialogue message $09BA, wait for button press ^ ERAU ^ QSSI CA/40C6: B6 Indexed branch based on prior dialogue selection [$CA415B, $CA415F] CA/40CD: FE Return CA/40CE: 4B Display dialogue message $09BB, wait for button press ^ QSSI ^ WEHT CA/40D1: B6 Indexed branch based on prior dialogue selection [$CA419B, $CA419F] CA/40D8: FE Return CA/40D9: 4B Display dialogue message $09BC, wait for button press ^ DLRO ^ WEHT CA/40DC: B6 Indexed branch based on prior dialogue selection [$CA4197, $CA4193] CA/40E3: FE Return CA/40E4: 4B Display dialogue message $09BD, wait for button press ^ DLRO ^ QSSI CA/40E7: B6 Indexed branch based on prior dialogue selection [$CA418B, $CA418F] CA/40EE: FE Return CA/40EF: 4B Display dialogue message $09BE, wait for button press ^ ERAU ^ WEHT CA/40F2: B6 Indexed branch based on prior dialogue selection [$CA4183, $CA4187] CA/40F9: FE Return CA/40FA: 4B Display dialogue message $09BF, wait for button press ^ DLRO ^ WEHT CA/40FD: B6 Indexed branch based on prior dialogue selection [$CA417F, $CA417B] CA/4104: FE Return CA/4105: 4B Display dialogue message $09C0, wait for button press ^ DLRO ^ ERAU CA/4108: B6 Indexed branch based on prior dialogue selection [$CA4173, $CA4177] CA/410F: FE Return CA/4110: 4B Display dialogue message $09C1, wait for button press ^ ERAU ^ QSSI CA/4113: B6 Indexed branch based on prior dialogue selection [$CA4147, $CA4131] CA/411A: FE Return CA/411B: 4B Display dialogue message $09C2, wait for button press ^ DLRO ^ QSSI CA/411E: B6 Indexed branch based on prior dialogue selection [$CA414B, $CA414F] CA/4125: FE Return CA/4126: 4B Display dialogue message $09C3, wait for button press ^ DLRO ^ ERAU CA/4129: B6 Indexed branch based on prior dialogue selection [$CA4157, $CA4153] CA/4130: FE Return CA/4131: 4B Display dialogue message $09C4, wait for button press ERAUQS SI DLROW EHT CA/4134: D2 Set event bit $1E80($112) [$1EA2, bit 2] CA/4136: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/4138: 21 Do vehicle/entity graphical action $21 CA/4139: FF End queue CA/413A: F2 Fade out current song with transition time 16 CA/413C: FA Stop temporarily played song CA/413D: 48 Display dialogue message $09C4, continue executing commands (Show text only) ERAUQS SI DLROW EHT CA/4140: F0 Play song 62 (Rest in Peace), (high bit clear), full volume CA/4142: 49 If dialogue window is up, wait for keypress then dismiss CA/4143: 4B Display dialogue message $09E3, wait for button press (Show text only) Find the “Exp. Egg” hidden in a back room in the 3rd basement… CA/4146: FE Return CA/4147: 4B Display dialogue message $09C5, wait for button press QSSI ERAUDL ROWEHT CA/414A: FE Return CA/414B: 4B Display dialogue message $09C6, wait for button press QSSIRO DLERAUWEHT CA/414E: FE Return CA/414F: 4B Display dialogue message $09C7, wait for button press DLROQSSIAU ERWEHT CA/4152: FE Return CA/4153: 4B Display dialogue message $09C8, wait for button press DLROERAU QSSIWEHT CA/4156: FE Return CA/4157: 4B Display dialogue message $09C9, wait for button press AUERDLRO QSSIWEHT CA/415A: FE Return CA/415B: 4B Display dialogue message $09CA, wait for button press QSSIAU ERWEHTDLRO CA/415E: FE Return CA/415F: 4B Display dialogue message $09CB, wait for button press ERAUQSSIWEHTDLRO CA/4162: FE Return CA/4163: 4B Display dialogue message $09CC, wait for button press QSSIWEHT ERAUDLRO CA/4166: FE Return CA/4167: 4B Display dialogue message $09CD, wait for button press WEHTQSSI ERAUDLRO CA/416A: FE Return CA/416B: 4B Display dialogue message $09CE, wait for button press WEHT ERAUQSSIRO DL CA/416E: FE Return CA/416F: 4B Display dialogue message $09CF, wait for button press ERAUWEHT QSSIRO DL CA/4172: FE Return CA/4173: 4B Display dialogue message $09D0, wait for button press ERAUDLROHT WEQSSI CA/4176: FE Return CA/4177: 4B Display dialogue message $09D1, wait for button press DLRO ERAUHT WEQSSI CA/417A: FE Return CA/417B: 4B Display dialogue message $09D2, wait for button press DLROWEHT ERAUQSSI CA/417E: FE Return CA/417F: 4B Display dialogue message $09D3, wait for button press WEHTDLRO ERAUQSSI CA/4182: FE Return CA/4183: 4B Display dialogue message $09D4, wait for button press WEHTERAUDLROQSSI CA/4186: FE Return CA/4187: 4B Display dialogue message $09D5, wait for button press ERAUWEHTDLROQSSI CA/418A: FE Return CA/418B: 4B Display dialogue message $09D6, wait for button press QSSIDLROWEHTERAU CA/418E: FE Return CA/418F: 4B Display dialogue message $09D7, wait for button press DLROQSSIWEHTERAU CA/4192: FE Return CA/4193: 4B Display dialogue message $09D8, wait for button press DLROWEHTQSSIERAU CA/4196: FE Return CA/4197: 4B Display dialogue message $09D9, wait for button press WEHTDLROQSSIERAU CA/419A: FE Return CA/419B: 4B Display dialogue message $09DA, wait for button press WEHTQSSIDLROERAU CA/419E: FE Return CA/419F: 4B Display dialogue message $09DB, wait for button press QSSIWEHTDLROERAU CA/41A2: FE Return CA/41A3: C2 If ($1E80($2B1) [$1ED6, bit 1] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/41AD: D4 Set event bit $1E80($2B1) [$1ED6, bit 1] CA/41AF: F4 Play sound effect 187 CA/41B1: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/41B3: 74 Replace current map's Layer 2 at (28, 38) with the following (2 x 1) chunk CA/41B8: $01, $0B CA/41BA: 74 Replace current map's Layer 2 at (28, 102) with the following (2 x 1) chunk CA/41BF: $00, $5F CA/41C1: 75 Refresh map after alteration CA/41C2: FE Return CA/41C3: C2 If ($1E80($2B3) [$1ED6, bit 3] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/41CD: D4 Set event bit $1E80($2B3) [$1ED6, bit 3] CA/41CF: F4 Play sound effect 44 CA/41D1: B2 Call subroutine $CAF286 CA/41D5: 92 Pause for 30 units CA/41D6: F4 Play sound effect 235 CA/41D8: 5F Scroll Layer 3, speed 0 x 9 CA/41DB: 94 Pause for 60 units CA/41DC: 5F Scroll Layer 3, speed 0 x 0 CA/41DF: FE Return CA/41E0: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/41E8: F4 Play sound effect 235 CA/41EA: C0 If ($1E80($2B5) [$1ED6, bit 5] is set), branch to $CA4203 CA/41F0: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/41F2: 84 Move vehicle/entity up 2 tiles CA/41F3: FF End queue CA/41F4: 72 Scroll Layer 3 (0, 8) CA/41F7: B5 Pause for 15 * 6 (90) units CA/41F9: 72 Scroll Layer 3 (0, 0) CA/41FC: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/41FE: D4 Set event bit $1E80($2B5) [$1ED6, bit 5] CA/4200: D6 Set event bit $1E80($396) [$1EF2, bit 6] CA/4202: FE Return CA/4203: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/4205: 86 Move vehicle/entity down 2 tiles CA/4206: FF End queue CA/4207: 72 Scroll Layer 3 (0, 248) CA/420A: B5 Pause for 15 * 6 (90) units CA/420C: 72 Scroll Layer 3 (0, 0) CA/420F: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/4211: D5 Clear event bit $1E80($2B5) [$1ED6, bit 5] CA/4213: D7 Clear event bit $1E80($396) [$1EF2, bit 6] CA/4215: FE Return CA/4216: C2 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B8) [$1ED7, bit 0] is set), branch to $CA5EB3 (simply returns) CA/4220: F4 Play sound effect 187 CA/4222: 58 Shake screen ($F1): (Intensity: 1)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/4224: D4 Set event bit $1E80($2B8) [$1ED7, bit 0] CA/4226: 73 Replace current map's Layer 1 at (79, 3) with the following (2 x 1) chunk, refresh immediately CA/422B: $04, $14 CA/422D: FE Return CA/422E: C2 If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B3) [$1ED6, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/4238: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/423A: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/423C: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/423E: C2 Set vehicle/entity's event speed to normal CA/423F: DD Make vehicle/entity jump (high) CA/4240: 86 Move vehicle/entity down 2 tiles CA/4241: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4242: C7 Set vehicle/entity to stay still when moving CA/4243: C1 Set vehicle/entity's event speed to slow CA/4244: FF End queue CA/4245: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/4247: 92 Move vehicle/entity down 5 tiles CA/4248: FF End queue CA/4249: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/424B: 92 Move vehicle/entity down 5 tiles CA/424C: C6 Set vehicle/entity to walk when moving CA/424D: FF End queue CA/424E: D4 Set event bit $1E80($2B4) [$1ED6, bit 4] CA/4250: 6A Load map $012C (Darill's Tomb, rooms with visible switches / downstairs rooms) after fade out, (upper bits $2400), place party at (69, 8), facing down CA/4256: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/4258: FE Return CA/4259: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/425B: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/425D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/425F: 80 Move vehicle/entity up 1 tile CA/4260: FF End queue CA/4261: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/4263: 88 Move vehicle/entity up 3 tiles CA/4264: FF End queue CA/4265: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/4267: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4268: C7 Set vehicle/entity to stay still when moving CA/4269: C1 Set vehicle/entity's event speed to slow CA/426A: 88 Move vehicle/entity up 3 tiles CA/426B: E0 Pause for 4 * 1 (4) frames CA/426D: 17 Do vehicle/entity graphical action $17 CA/426E: C2 Set vehicle/entity's event speed to normal CA/426F: DD Make vehicle/entity jump (high) CA/4270: 84 Move vehicle/entity up 2 tiles CA/4271: C6 Set vehicle/entity to walk when moving CA/4272: FF End queue CA/4273: D5 Clear event bit $1E80($2B4) [$1ED6, bit 4] CA/4275: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/4277: FE Return CA/4278: C3 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B6) [$1ED6, bit 6] is set) or ($1E80($2B5) [$1ED6, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/4284: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/4286: 82 Move vehicle/entity down 1 tile CA/4287: FF End queue CA/4288: B2 Call subroutine $CA4299 CA/428C: FE Return CA/428D: C3 If ($1E80($1B1) [$1EB6, bit 1] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B6) [$1ED6, bit 6] is set) or ($1E80($2B5) [$1ED6, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/4299: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/429B: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/429D: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/429F: C8 Set object layering priority to 2 (low nibble 2) CA/42A1: C2 Set vehicle/entity's event speed to normal CA/42A2: DC Make vehicle/entity jump (low) CA/42A3: 81 Move vehicle/entity right 1 tile CA/42A4: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/42A5: C7 Set vehicle/entity to stay still when moving CA/42A6: C1 Set vehicle/entity's event speed to slow CA/42A7: FF End queue CA/42A8: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/42AA: 99 Move vehicle/entity right 7 tiles CA/42AB: 88 Move vehicle/entity up 3 tiles CA/42AC: FF End queue CA/42AD: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/42AF: 99 Move vehicle/entity right 7 tiles CA/42B0: 88 Move vehicle/entity up 3 tiles CA/42B1: E0 Pause for 4 * 2 (8) frames CA/42B3: 17 Do vehicle/entity graphical action $17 CA/42B4: C2 Set vehicle/entity's event speed to normal CA/42B5: DD Make vehicle/entity jump (high) CA/42B6: 84 Move vehicle/entity up 2 tiles CA/42B7: C6 Set vehicle/entity to walk when moving CA/42B8: C8 Set object layering priority to 0 (low nibble 0) CA/42BA: FF End queue CA/42BB: D4 Set event bit $1E80($2B6) [$1ED6, bit 6] CA/42BD: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/42BF: FE Return CA/42C0: C2 If ($1E80($1B2) [$1EB6, bit 2] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($2B6) [$1ED6, bit 6] is clear), branch to $CA5EB3 (simply returns) CA/42CA: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/42CC: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/42CE: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/42D0: C8 Set object layering priority to 2 (low nibble 2) CA/42D2: C2 Set vehicle/entity's event speed to normal CA/42D3: DC Make vehicle/entity jump (low) CA/42D4: 82 Move vehicle/entity down 1 tile CA/42D5: 09 Do vehicle/entity graphical action $09 (kneeling) CA/42D6: C7 Set vehicle/entity to stay still when moving CA/42D7: C1 Set vehicle/entity's event speed to slow CA/42D8: FF End queue CA/42D9: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/42DB: 8A Move vehicle/entity down 3 tiles CA/42DC: 9B Move vehicle/entity left 7 tiles CA/42DD: FF End queue CA/42DE: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/42E0: 8A Move vehicle/entity down 3 tiles CA/42E1: 9B Move vehicle/entity left 7 tiles CA/42E2: E0 Pause for 4 * 2 (8) frames CA/42E4: 0F Do vehicle/entity graphical action $0F CA/42E5: C2 Set vehicle/entity's event speed to normal CA/42E6: DC Make vehicle/entity jump (low) CA/42E7: 83 Move vehicle/entity left 1 tile CA/42E8: C6 Set vehicle/entity to walk when moving CA/42E9: C8 Set object layering priority to 0 (low nibble 0) CA/42EB: FF End queue CA/42EC: D5 Clear event bit $1E80($2B6) [$1ED6, bit 6] CA/42EE: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/42F0: FE Return CA/42F1: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/42F9: 4B Display dialogue message $09A0, wait for button press (Show text only) DARYL SLEEPS HERE CA/42FC: C0 If ($1E80($2B2) [$1ED6, bit 2] is set), branch to $CA5EB3 (simply returns) CA/4302: 93 Pause for 45 units CA/4303: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/4305: CE Turn vehicle/entity down CA/4306: FF End queue CA/4307: 3D Create object $10 CA/4309: 41 Show object $10 CA/430B: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/430D: DD Make vehicle/entity jump (high) CA/430E: CE Turn vehicle/entity down CA/430F: FF End queue CA/4310: 94 Pause for 60 units CA/4311: 3E Delete object $10 CA/4313: B3 Call subroutine $CAC7FE, 2 times CA/4318: 91 Pause for 15 units CA/4319: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/431B: 23 Do vehicle/entity graphical action $23 CA/431C: E0 Pause for 4 * 4 (16) frames CA/431E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/431F: FF End queue CA/4320: 92 Pause for 30 units CA/4321: 4D Invoke battle, enemy set $55, background $3F (Default for this area), (mosaic effect enabled), (swoosh sound enabled) CA/4324: B2 Call subroutine $CA5EA9 CA/4328: 96 Restore screen from fade CA/4329: 94 Pause for 60 units CA/432A: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/432C: CC Turn vehicle/entity up CA/432D: E0 Pause for 4 * 6 (24) frames CA/432F: 1B Do vehicle/entity graphical action $1B CA/4330: E0 Pause for 4 * 4 (16) frames CA/4332: 1C Do vehicle/entity graphical action $1C CA/4333: FF End queue CA/4334: F4 Play sound effect 187 CA/4336: 58 Shake screen ($F2): (Intensity: 2)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/4338: D4 Set event bit $1E80($2B2) [$1ED6, bit 2] CA/433A: B2 Call subroutine $CAF1ED CA/433E: FE Return CA/433F: 51 Modify background color range from [28, 28]: Do (Black) at intensity 3 CA/4343: 51 Modify background color range from [04, 1F]: Do (Black) at intensity 3 CA/4347: 51 Modify background color range from [30, 77]: Do (Black) at intensity 3 CA/434B: B4 Pause for 2 units CA/434D: FE Return CA/434E: 51 Modify background color range from [28, 28]: Do (Black) at intensity 3 CA/4352: 51 Modify background color range from [04, 1F]: Do (Black) at intensity 3 CA/4356: 51 Modify background color range from [30, 77]: Do (Black) at intensity 3 CA/435A: B4 Pause for 1 units CA/435C: FE Return CA/435D: 5A Fade screen at speed $08 CA/435F: 5C Pause execution until fade in or fade out is complete CA/4360: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/4362: F2 Fade out current song with transition time 48 CA/4364: FA Stop temporarily played song CA/4365: F0 Play song 17 (Epitaph), (high bit clear), full volume CA/4367: 3F Remove character $09 (Actor in stot 9) from the party CA/436A: 47 Make character in slot 0 the lead character CA/436B: 6B Load map $012D (Darill's Tomb, long staircase to the Falcon) instantly, (upper bits $0400), place party at (23, 3), facing up CA/4371: 51 Modify background color range from [28, 28]: Subtract (Black) at intensity 0 CA/4375: D2 Set event bit $1E80($1C1) [$1EB8, bit 1] CA/4377: D2 Set event bit $1E80($1C2) [$1EB8, bit 2] CA/4379: 38 Hold screen CA/437A: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/437C: D5 Set vehicle/entity's position to (28, 6) CA/437F: CF Turn vehicle/entity left CA/4380: FF End queue CA/4381: B3 Call subroutine $CA434E, 31 times CA/4386: 39 Free screen CA/4387: 96 Restore screen from fade CA/4388: 92 Pause for 30 units CA/4389: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/438B: A2 Move vehicle/entity left/down 1x1 tiles CA/438C: A2 Move vehicle/entity left/down 1x1 tiles CA/438D: CD Turn vehicle/entity right CA/438E: FF End queue CA/438F: 4B Display dialogue message $099E, wait for button press SETZER: This brings back a lot of memories. CA/4392: 14 Begin action queue for character $14 (NPC $14), 7 bytes long CA/4394: A2 Move vehicle/entity left/down 1x1 tiles CA/4395: A2 Move vehicle/entity left/down 1x1 tiles CA/4396: A2 Move vehicle/entity left/down 1x1 tiles CA/4397: A2 Move vehicle/entity left/down 1x1 tiles CA/4398: 83 Move vehicle/entity left 1 tile CA/4399: CD Turn vehicle/entity right CA/439A: FF End queue CA/439B: 93 Pause for 45 units CA/439C: 3A Enable player to move while event commands execute CA/439D: B5 Pause for 15 * 6 (90) units CA/439F: B3 Call subroutine $CA433F, 8 times CA/43A4: 3D Create object $10 CA/43A6: 41 Show object $10 CA/43A8: 3D Create object $11 CA/43AA: 41 Show object $11 CA/43AC: B3 Call subroutine $CA433F, 24 times CA/43B1: 4B Display dialogue message $099D, wait for button press (Show text only) (At bottom of screen) DARYL: This experimental airship is probably a bit unstable… CA/43B4: 93 Pause for 45 units CA/43B5: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/43B7: C1 Set vehicle/entity's event speed to slow CA/43B8: 86 Move vehicle/entity down 2 tiles CA/43B9: 87 Move vehicle/entity left 2 tiles CA/43BA: CE Turn vehicle/entity down CA/43BB: FF End queue CA/43BC: 93 Pause for 45 units CA/43BD: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/43BF: CE Turn vehicle/entity down CA/43C0: E0 Pause for 4 * 8 (32) frames CA/43C2: 18 Do vehicle/entity graphical action $18 CA/43C3: FF End queue CA/43C4: 91 Pause for 15 units CA/43C5: 4B Display dialogue message $09A1, wait for button press (Show text only) (At bottom of screen) SETZER: You can't be serious! What are you trying to prove?! CA/43C8: B3 Call subroutine $CA434E, 8 times CA/43CD: 3E Delete object $10 CA/43CF: 3E Delete object $11 CA/43D1: B3 Call subroutine $CA434E, 24 times CA/43D6: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/43D8: FE Return CA/43D9: C0 If ($1E80($1F3) [$1EBE, bit 3] is set), branch to $CA4502 CA/43DF: C1 If ($1E80($1F1) [$1EBE, bit 1] is clear) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/43E7: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/43E9: 4B Display dialogue message $099F, wait for button press SETZER: Watch your step. CA/43EC: 74 Replace current map's Layer 2 at (9, 12) with the following (4 x 3) chunk CA/43F1: $01, $01, $01, $22 CA/43F5: $22, $01, $02, $02 CA/43F9: $01, $10, $03, $01 CA/43FD: 74 Replace current map's Layer 2 at (9, 76) with the following (4 x 3) chunk CA/4402: $01, $01, $01, $01 CA/4406: $01, $1B, $01, $01 CA/440A: $2B, $2F, $2A, $2B CA/440E: 74 Replace current map's Layer 2 at (15, 0) with the following (8 x 9) chunk CA/4413: $01, $01, $01, $01, $01, $01, $01, $01 CA/441B: $01, $01, $01, $01, $01, $01, $01, $01 CA/4423: $01, $01, $01, $01, $01, $01, $01, $01 CA/442B: $01, $01, $01, $01, $01, $01, $01, $01 CA/4433: $01, $01, $01, $01, $01, $01, $01, $01 CA/443B: $01, $01, $01, $01, $01, $01, $01, $01 CA/4443: $01, $01, $01, $01, $01, $01, $01, $01 CA/444B: $01, $01, $01, $01, $01, $01, $01, $01 CA/4453: $01, $01, $01, $01, $01, $01, $01, $01 CA/445B: 74 Replace current map's Layer 2 at (15, 64) with the following (4 x 9) chunk CA/4460: $01, $01, $01, $01 CA/4464: $01, $01, $01, $01 CA/4468: $01, $01, $01, $01 CA/446C: $01, $01, $01, $01 CA/4470: $01, $01, $01, $01 CA/4474: $01, $01, $01, $01 CA/4478: $01, $01, $01, $01 CA/447C: $01, $01, $01, $01 CA/4480: $01, $01, $01, $01 CA/4484: 74 Replace current map's Layer 2 at (15, 69) with the following (3 x 2) chunk CA/4489: $01, $01, $01 CA/448C: $01, $01, $01 CA/448F: 74 Replace current map's Layer 2 at (22, 69) with the following (3 x 2) chunk CA/4494: $01, $01, $01 CA/4497: $01, $01, $01 CA/449A: 74 Replace current map's Layer 2 at (16, 72) with the following (1 x 7) chunk CA/449F: $01 CA/44A0: $01 CA/44A1: $01 CA/44A2: $01 CA/44A3: $01 CA/44A4: $01 CA/44A5: $01 CA/44A6: 75 Refresh map after alteration CA/44A7: 14 Begin action queue for character $14 (NPC $14), 15 bytes long CA/44A9: A2 Move vehicle/entity left/down 1x1 tiles CA/44AA: A2 Move vehicle/entity left/down 1x1 tiles CA/44AB: A2 Move vehicle/entity left/down 1x1 tiles CA/44AC: A2 Move vehicle/entity left/down 1x1 tiles CA/44AD: A2 Move vehicle/entity left/down 1x1 tiles CA/44AE: A2 Move vehicle/entity left/down 1x1 tiles CA/44AF: A2 Move vehicle/entity left/down 1x1 tiles CA/44B0: A2 Move vehicle/entity left/down 1x1 tiles CA/44B1: A2 Move vehicle/entity left/down 1x1 tiles CA/44B2: A2 Move vehicle/entity left/down 1x1 tiles CA/44B3: A2 Move vehicle/entity left/down 1x1 tiles CA/44B4: A2 Move vehicle/entity left/down 1x1 tiles CA/44B5: 83 Move vehicle/entity left 1 tile CA/44B6: CD Turn vehicle/entity right CA/44B7: FF End queue CA/44B8: 92 Pause for 30 units CA/44B9: FE Return CA/44BA: C0 If ($1E80($1F2) [$1EBE, bit 2] is set), branch to $CA5EB3 (simply returns) CA/44C0: D2 Set event bit $1E80($1F2) [$1EBE, bit 2] CA/44C2: 3A Enable player to move while event commands execute CA/44C3: B3 Call subroutine $CA433F, 8 times CA/44C8: 3D Create object $13 CA/44CA: 3D Create object $12 CA/44CC: 41 Show object $12 CA/44CE: 41 Show object $13 CA/44D0: B3 Call subroutine $CA433F, 24 times CA/44D5: 4B Display dialogue message $09A2, wait for button press (Show text only) (At bottom of screen) DARYL: If something should happen to me, the Falcon's yours! CA/44D8: 92 Pause for 30 units CA/44D9: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/44DB: CE Turn vehicle/entity down CA/44DC: FF End queue CA/44DD: 92 Pause for 30 units CA/44DE: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CA/44E0: 1D Do vehicle/entity graphical action $1D CA/44E1: E0 Pause for 4 * 1 (4) frames CA/44E3: 1E Do vehicle/entity graphical action $1E CA/44E4: E0 Pause for 4 * 1 (4) frames CA/44E6: FC Branch 6 bytes backwards ($CA44E0) CA/44E8: FF End queue CA/44E9: 4B Display dialogue message $09A3, wait for button press (Show text only) (At bottom of screen) SETZER: Nonsense! I'll win the Falcon from you when I whip you in a race! SETZER: You'd better clear outta my way! DARYL: Big talk, buster! CA/44EC: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/44EE: 82 Move vehicle/entity down 1 tile CA/44EF: D1 Make vehicle/entity disappear CA/44F0: FF End queue CA/44F1: B3 Call subroutine $CA434E, 8 times CA/44F6: 3E Delete object $12 CA/44F8: 3E Delete object $13 CA/44FA: B3 Call subroutine $CA434E, 24 times CA/44FF: D2 Set event bit $1E80($1F3) [$1EBE, bit 3] CA/4501: FE Return CA/4502: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CA/4504: A2 Move vehicle/entity left/down 1x1 tiles CA/4505: A2 Move vehicle/entity left/down 1x1 tiles CA/4506: A2 Move vehicle/entity left/down 1x1 tiles CA/4507: A2 Move vehicle/entity left/down 1x1 tiles CA/4508: A2 Move vehicle/entity left/down 1x1 tiles CA/4509: FF End queue CA/450A: 38 Hold screen CA/450B: 92 Pause for 30 units CA/450C: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CA/450E: 83 Move vehicle/entity left 1 tile CA/450F: A2 Move vehicle/entity left/down 1x1 tiles CA/4510: A2 Move vehicle/entity left/down 1x1 tiles CA/4511: A2 Move vehicle/entity left/down 1x1 tiles CA/4512: A2 Move vehicle/entity left/down 1x1 tiles CA/4513: FF End queue CA/4514: 92 Pause for 30 units CA/4515: 5A Fade screen at speed $08 CA/4517: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/4519: 5C Pause execution until fade in or fade out is complete CA/451A: 3F Assign character $09 (Actor in stot 9) to party 1 CA/451D: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (96, 119), facing up, party is in the airship CA/4523: DD Hide mini-map CA/4524: D1 Hide vehicle CA/4525: C6 Propel vehicle at speed $0320 CA/4528: 2C Move vehicle as follows: (go up, turn right, move forward), 24 units CA/452A: 24 Move vehicle as follows: (go up, move forward), 24 units CA/452C: 34 Move vehicle as follows: (go up, turn left, move forward), 24 units CA/452E: E0 Pause for 16 units CA/4530: 44 Move vehicle as follows: (go down, move forward), 8 units CA/4532: 4C Move vehicle as follows: (go down, turn right, move forward), 8 units CA/4534: E0 Pause for 8 units CA/4536: 09 Move vehicle as follows: (turn right, double speed of turns), 24 units CA/4538: 20 Move vehicle as follows: (go up), 16 units CA/453A: E0 Pause for 8 units CA/453C: 48 Move vehicle as follows: (go down, turn right), 16 units CA/453E: 50 Move vehicle as follows: (go down, turn left), 32 units CA/4540: 40 Move vehicle as follows: (go down), 32 units CA/4542: E0 Pause for 16 units CA/4544: 20 Move vehicle as follows: (go up), 32 units CA/4546: 28 Move vehicle as follows: (go up, turn right), 48 units CA/4548: E0 Pause for 8 units CA/454A: 51 Move vehicle as follows: (go down, turn left, double speed of turns), 64 units CA/454C: E0 Pause for 16 units CA/454E: D9 Fade screen CA/454F: E0 Pause for 2 units CA/4551: D0 Show vehicle CA/4552: D2 Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)), position (08, 06), mode $40 CA/4558: 60 Change background layer $0F to palette $14 CA/455B: 38 Hold screen CA/455C: 42 Hide object $31 CA/455E: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CA/4560: D5 Set vehicle/entity's position to (1, 3) CA/4563: FF End queue CA/4564: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long CA/4566: D5 Set vehicle/entity's position to (3, 3) CA/4569: FF End queue CA/456A: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CA/456C: D5 Set vehicle/entity's position to (3, 4) CA/456F: FF End queue CA/4570: B2 Call subroutine $CA48A4 CA/4574: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long CA/4576: 1D Do vehicle/entity graphical action $1D CA/4577: E0 Pause for 4 * 1 (4) frames CA/4579: 1E Do vehicle/entity graphical action $1E CA/457A: E0 Pause for 4 * 1 (4) frames CA/457C: FC Branch 6 bytes backwards ($CA4576) CA/457E: FF End queue CA/457F: B5 Pause for 15 * 12 (180) units CA/4581: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/4583: C3 Set vehicle/entity's event speed to fast CA/4584: 91 Move vehicle/entity right 5 tiles CA/4585: C2 Set vehicle/entity's event speed to normal CA/4586: 81 Move vehicle/entity right 1 tile CA/4587: FF End queue CA/4588: 94 Pause for 60 units CA/4589: 09 Begin action queue for character $09 (Actor in stot 9), 8 bytes long (Wait until complete) CA/458B: CF Turn vehicle/entity left CA/458C: E0 Pause for 4 * 8 (32) frames CA/458E: 0F Do vehicle/entity graphical action $0F CA/458F: E0 Pause for 4 * 4 (16) frames CA/4591: 0A Do vehicle/entity graphical action $0A CA/4592: FF End queue CA/4593: 4B Display dialogue message $09A4, wait for button press (At bottom of screen) SETZER: There's nothing like flying! CA/4596: 35 Pause execution until action queue for object $1D (NPC $1D) is complete CA/4598: 6A Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) after fade out, (upper bits $3400), place party at (15, 8), facing left CA/459E: 60 Change background layer $06 to palette $1D CA/45A1: 42 Hide object $09 CA/45A3: 96 Restore screen from fade CA/45A4: 95 Pause for 120 units CA/45A5: 4B Display dialogue message $09A6, wait for button press DARYL: Come on! Stop lagging back there! CA/45A8: 6A Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) after fade out, (upper bits $3400), place party at (14, 6), facing left CA/45AE: 60 Change background layer $0F to palette $14 CA/45B1: 41 Show object $09 CA/45B3: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CA/45B5: D5 Set vehicle/entity's position to (7, 3) CA/45B8: FF End queue CA/45B9: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long CA/45BB: D5 Set vehicle/entity's position to (9, 3) CA/45BE: FF End queue CA/45BF: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long (Wait until complete) CA/45C1: D5 Set vehicle/entity's position to (9, 4) CA/45C4: FF End queue CA/45C5: 96 Restore screen from fade CA/45C6: 5C Pause execution until fade in or fade out is complete CA/45C7: 4B Display dialogue message $09A7, wait for button press (Show text only) DARYL: Or do you like chewing on my wake! CA/45CA: B0 Execute the following commands until $B1 3 times CA/45CC: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/45CE: 15 Do vehicle/entity graphical action $15 CA/45CF: FF End queue CA/45D0: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/45D2: CF Turn vehicle/entity left CA/45D3: FF End queue CA/45D4: B1 End block of repeating commands CA/45D5: 92 Pause for 30 units CA/45D6: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/45D8: C2 Set vehicle/entity's event speed to normal CA/45D9: 80 Move vehicle/entity up 1 tile CA/45DA: A3 Move vehicle/entity left/up 1x1 tiles CA/45DB: 1B Do vehicle/entity graphical action $1B CA/45DC: FF End queue CA/45DD: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/45DF: C4 Set vehicle/entity's event speed to faster CA/45E0: 9F Move vehicle/entity left 8 tiles CA/45E1: FF End queue CA/45E2: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/45E4: C4 Set vehicle/entity's event speed to faster CA/45E5: 9F Move vehicle/entity left 8 tiles CA/45E6: FF End queue CA/45E7: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CA/45E9: C4 Set vehicle/entity's event speed to faster CA/45EA: 9F Move vehicle/entity left 8 tiles CA/45EB: FF End queue CA/45EC: 09 Begin action queue for character $09 (Actor in stot 9), 4 bytes long (Wait until complete) CA/45EE: A1 Move vehicle/entity right/down 1x1 tiles CA/45EF: 82 Move vehicle/entity down 1 tile CA/45F0: CF Turn vehicle/entity left CA/45F1: FF End queue CA/45F2: 92 Pause for 30 units CA/45F3: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/45F5: C3 Set vehicle/entity's event speed to fast CA/45F6: 91 Move vehicle/entity right 5 tiles CA/45F7: FF End queue CA/45F8: 92 Pause for 30 units CA/45F9: 97 Fade screen to black CA/45FA: 5C Pause execution until fade in or fade out is complete CA/45FB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/45FD: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (96, 119), facing up, party is in the airship CA/4603: F4 Change graphic to Falcon CA/4604: C6 Propel vehicle at speed $0320 CA/4607: 2C Move vehicle as follows: (go up, turn right, move forward), 24 units CA/4609: 24 Move vehicle as follows: (go up, move forward), 24 units CA/460B: 34 Move vehicle as follows: (go up, turn left, move forward), 24 units CA/460D: E0 Pause for 16 units CA/460F: 44 Move vehicle as follows: (go down, move forward), 8 units CA/4611: 4C Move vehicle as follows: (go down, turn right, move forward), 8 units CA/4613: E0 Pause for 8 units CA/4615: 09 Move vehicle as follows: (turn right, double speed of turns), 24 units CA/4617: 20 Move vehicle as follows: (go up), 16 units CA/4619: E0 Pause for 8 units CA/461B: 48 Move vehicle as follows: (go down, turn right), 16 units CA/461D: 50 Move vehicle as follows: (go down, turn left), 32 units CA/461F: 40 Move vehicle as follows: (go down), 32 units CA/4621: D9 Fade screen CA/4622: E0 Pause for 2 units CA/4624: D2 Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)), position (10, 06), mode $40 CA/462A: 60 Change background layer $0F to palette $14 CA/462D: 1D Begin action queue for character $1D (NPC $1D), 4 bytes long CA/462F: D5 Set vehicle/entity's position to (2, 11) CA/4632: FF End queue CA/4633: 1E Begin action queue for character $1E (NPC $1E), 4 bytes long CA/4635: D5 Set vehicle/entity's position to (4, 11) CA/4638: FF End queue CA/4639: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CA/463B: D5 Set vehicle/entity's position to (4, 12) CA/463E: FF End queue CA/463F: B2 Call subroutine $CA48A4 CA/4643: B5 Pause for 15 * 10 (150) units CA/4645: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/4647: C1 Set vehicle/entity's event speed to slow CA/4648: 8D Move vehicle/entity right 4 tiles CA/4649: FF End queue CA/464A: 4B Display dialogue message $09A8, wait for button press SETZER: Listen to you! CA/464D: 91 Pause for 15 units CA/464E: 4B Display dialogue message $09A9, wait for button press (Show text only) DARYL: This time's for real. I'm going to break every record! I'll be known as the woman who flew closest to the stars! CA/4651: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/4653: 0F Do vehicle/entity graphical action $0F CA/4654: E0 Pause for 4 * 5 (20) frames CA/4656: 0A Do vehicle/entity graphical action $0A CA/4657: FF End queue CA/4658: 4B Display dialogue message $09AA, wait for button press SETZER: Be back before sunset! I'll be waiting for you on our hill. CA/465B: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CA/465D: C2 Set vehicle/entity's event speed to normal CA/465E: 8D Move vehicle/entity right 4 tiles CA/465F: C1 Set vehicle/entity's event speed to slow CA/4660: 81 Move vehicle/entity right 1 tile CA/4661: FF End queue CA/4662: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/4664: FC Branch 7 bytes backwards ($CA465D) CA/4666: FF End queue CA/4667: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long (Wait until complete) CA/4669: FC Branch 5 bytes backwards ($CA4664) CA/466B: FF End queue CA/466C: 30 Begin action queue for character $30 (Camera), 9 bytes long CA/466E: C2 Set vehicle/entity's event speed to normal CA/466F: 83 Move vehicle/entity left 1 tile CA/4670: C3 Set vehicle/entity's event speed to fast CA/4671: 8B Move vehicle/entity left 3 tiles CA/4672: C2 Set vehicle/entity's event speed to normal CA/4673: 83 Move vehicle/entity left 1 tile CA/4674: C1 Set vehicle/entity's event speed to slow CA/4675: 83 Move vehicle/entity left 1 tile CA/4676: FF End queue CA/4677: 91 Pause for 15 units CA/4678: 1D Begin action queue for character $1D (NPC $1D), 9 bytes long CA/467A: C2 Set vehicle/entity's event speed to normal CA/467B: 83 Move vehicle/entity left 1 tile CA/467C: C3 Set vehicle/entity's event speed to fast CA/467D: 87 Move vehicle/entity left 2 tiles CA/467E: C4 Set vehicle/entity's event speed to faster CA/467F: AA Move vehicle/entity left/up 2x1 tiles CA/4680: FC Branch 1 bytes backwards ($CA467F) CA/4682: FF End queue CA/4683: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/4685: FC Branch 11 bytes backwards ($CA467A) CA/4687: FF End queue CA/4688: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long CA/468A: FC Branch 5 bytes backwards ($CA4685) CA/468C: FF End queue CA/468D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/468F: 92 Pause for 30 units CA/4690: 5A Fade screen at speed $08 CA/4692: 5C Pause execution until fade in or fade out is complete CA/4693: 95 Pause for 120 units CA/4694: 6B Load map $00D6 (Setzer and Darill's cliff (Setzer's flashback)) instantly, (upper bits $3400), place party at (29, 2), facing left CA/469A: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/469C: D5 Set vehicle/entity's position to (31, 4) CA/469F: CC Turn vehicle/entity up CA/46A0: FF End queue CA/46A1: 59 Unfade screen at speed $08 CA/46A3: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/46A5: C0 Set vehicle/entity's event speed to slowest CA/46A6: 92 Move vehicle/entity down 5 tiles CA/46A7: FF End queue CA/46A8: 94 Pause for 60 units CA/46A9: 09 Begin action queue for character $09 (Actor in stot 9), 12 bytes long (Wait until complete) CA/46AB: C1 Set vehicle/entity's event speed to slow CA/46AC: CF Turn vehicle/entity left CA/46AD: E0 Pause for 4 * 12 (48) frames CA/46AF: 22 Do vehicle/entity graphical action $22 CA/46B0: E0 Pause for 4 * 16 (64) frames CA/46B2: 82 Move vehicle/entity down 1 tile CA/46B3: E0 Pause for 4 * 20 (80) frames CA/46B5: 23 Do vehicle/entity graphical action $23 CA/46B6: FF End queue CA/46B7: 95 Pause for 120 units CA/46B8: B0 Execute the following commands until $B1 17 times CA/46BA: 50 Tint screen (cumulative) with color $9F CA/46BC: 52 Tint characters (cumulative) with color $9F CA/46BE: B4 Pause for 3 units CA/46C0: B1 End block of repeating commands CA/46C1: 95 Pause for 120 units CA/46C2: 4B Display dialogue message $09AB, wait for button press (Show text only) (At bottom of screen) The wreck of the Falcon was found a full year later, in a distant land… CA/46C5: 35 Pause execution until action queue for object $30 (Camera) is complete CA/46C7: 5A Fade screen at speed $08 CA/46C9: 5C Pause execution until fade in or fade out is complete CA/46CA: 94 Pause for 60 units CA/46CB: D7 Clear event bit $1E80($3F3) [$1EFE, bit 3] CA/46CD: 6B Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)) instantly, (upper bits $3400), place party at (23, 8), facing left CA/46D3: 60 Change background layer $06 to palette $1D CA/46D6: 5E Scroll Layer 2, speed 0 x 0 CA/46D9: 65 Command $65, $00, $00 CA/46DC: 65 Command $65, $01, $00 CA/46DF: 65 Command $65, $02, $00 CA/46E2: B0 Execute the following commands until $B1 26 times CA/46E4: 51 Modify background color range from [60, 6F]: Do (Black) at intensity 3 CA/46E8: B1 End block of repeating commands CA/46E9: 41 Show object $09 CA/46EB: 3C Set up the party as follows: $09 (Actor in stot 9), $04 (Actor in stot 4), $06 (Actor in stot 6), $FF () CA/46F0: 09 Begin action queue for character $09 (Actor in stot 9), 6 bytes long (Wait until complete) CA/46F2: C2 Set vehicle/entity's event speed to normal CA/46F3: D5 Set vehicle/entity's position to (24, 8) CA/46F6: CF Turn vehicle/entity left CA/46F7: FF End queue CA/46F8: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/46FA: FC Branch 8 bytes backwards ($CA46F2) CA/46FC: FF End queue CA/46FD: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/46FF: FC Branch 5 bytes backwards ($CA46FA) CA/4701: FF End queue CA/4702: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/4704: FC Branch 5 bytes backwards ($CA46FF) CA/4706: FF End queue CA/4707: 94 Pause for 60 units CA/4708: 59 Unfade screen at speed $04 CA/470A: 91 Pause for 15 units CA/470B: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/470D: C1 Set vehicle/entity's event speed to slow CA/470E: 8B Move vehicle/entity left 3 tiles CA/470F: FF End queue CA/4710: 09 Begin action queue for character $09 (Actor in stot 9), 3 bytes long (Wait until complete) CA/4712: C1 Set vehicle/entity's event speed to slow CA/4713: 8F Move vehicle/entity left 4 tiles CA/4714: FF End queue CA/4715: 41 Show object $04 CA/4717: 41 Show object $06 CA/4719: 41 Show object $34 CA/471B: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/471D: 87 Move vehicle/entity left 2 tiles CA/471E: FF End queue CA/471F: 06 Begin action queue for character $06 (Actor in stot 6), 3 bytes long CA/4721: A3 Move vehicle/entity left/up 1x1 tiles CA/4722: CF Turn vehicle/entity left CA/4723: FF End queue CA/4724: 34 Begin action queue for character $34 (Party Character 3), 3 bytes long CA/4726: A2 Move vehicle/entity left/down 1x1 tiles CA/4727: CF Turn vehicle/entity left CA/4728: FF End queue CA/4729: 35 Pause execution until action queue for object $30 (Camera) is complete CA/472B: 4B Display dialogue message $09AC, wait for button press SETZER: I restored the craft, and then put it to rest down here. CA/472E: 93 Pause for 45 units CA/472F: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/4731: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/4732: E0 Pause for 4 * 8 (32) frames CA/4734: 23 Do vehicle/entity graphical action $23 CA/4735: FF End queue CA/4736: 93 Pause for 45 units CA/4737: 4B Display dialogue message $09AD, wait for button press EDGAR: This is THE Falcon? CA/473A: F2 Fade out current song with transition time 64 CA/473C: 94 Pause for 60 units CA/473D: 09 Begin action queue for character $09 (Actor in stot 9), 14 bytes long (Wait until complete) CA/473F: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/4740: E0 Pause for 4 * 10 (40) frames CA/4742: CD Turn vehicle/entity right CA/4743: E0 Pause for 4 * 8 (32) frames CA/4745: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/4746: E0 Pause for 4 * 1 (4) frames CA/4748: CD Turn vehicle/entity right CA/4749: E0 Pause for 4 * 16 (64) frames CA/474B: CE Turn vehicle/entity down CA/474C: FF End queue CA/474D: F0 Play song 76 (Searching for Friends), (high bit clear), full volume CA/474F: 4B Display dialogue message $09A5, wait for button press SETZER: I put it in storage. I couldn't bear to look at it. But now it just may save us… The Falcon. CA/4752: 39 Free screen CA/4753: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/4755: 93 Move vehicle/entity left 5 tiles CA/4756: FF End queue CA/4757: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long CA/4759: 93 Move vehicle/entity left 5 tiles CA/475A: FF End queue CA/475B: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/475D: 93 Move vehicle/entity left 5 tiles CA/475E: FF End queue CA/475F: 09 Begin action queue for character $09 (Actor in stot 9), 9 bytes long (Wait until complete) CA/4761: C2 Set vehicle/entity's event speed to normal CA/4762: 93 Move vehicle/entity left 5 tiles CA/4763: E0 Pause for 4 * 8 (32) frames CA/4765: 0F Do vehicle/entity graphical action $0F CA/4766: E0 Pause for 4 * 4 (16) frames CA/4768: 0A Do vehicle/entity graphical action $0A CA/4769: FF End queue CA/476A: 65 Command $65, $00, $20 CA/476D: 65 Command $65, $01, $20 CA/4770: 65 Command $65, $02, $20 CA/4773: 5E Scroll Layer 2, speed 240 x 0 CA/4776: 92 Pause for 30 units CA/4777: 5E Scroll Layer 2, speed 192 x 0 CA/477A: 94 Pause for 60 units CA/477B: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (158, 51), facing up, party is in the airship CA/4781: C0 Modify vehicle script behavior ($20): Allow ship to propel without changing direction facing CA/4783: C2 Set vehicle's propulsion direction to $0064 (100 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/4786: FA Show airship emerging from the ocean CA/4787: D2 Load map $0011 (Falcon, upper deck (leaving the Tomb / "We're going in!" / Bahamut / ending)), position (16, 08), mode $40 CA/478D: 38 Hold screen CA/478E: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/4790: D5 Set vehicle/entity's position to (15, 8) CA/4793: CF Turn vehicle/entity left CA/4794: FF End queue CA/4795: 96 Restore screen from fade CA/4796: 94 Pause for 60 units CA/4797: 4B Display dialogue message $09AE, wait for button press EDGAR: I finally think we're gonna pull this off! CELES: We can attack Kefka's tower from the air! EDGAR: The Falcon's going to give us one last chance at that guy… CA/479A: 94 Pause for 60 units CA/479B: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/479D: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/479E: FF End queue CA/479F: 4B Display dialogue message $09AF, wait for button press SETZER: But first we need to find our friends! CA/47A2: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/47A4: 83 Move vehicle/entity left 1 tile CA/47A5: E0 Pause for 4 * 6 (24) frames CA/47A7: 22 Do vehicle/entity graphical action $22 CA/47A8: E0 Pause for 4 * 3 (12) frames CA/47AA: CF Turn vehicle/entity left CA/47AB: FF End queue CA/47AC: 4B Display dialogue message $09B0, wait for button press EDGAR: Right. First things first. For once I feel hopeful! CA/47AF: 95 Pause for 120 units CA/47B0: 3D Create object $19 CA/47B2: 41 Show object $19 CA/47B4: 19 Begin action queue for character $19 (NPC $19), 15 bytes long CA/47B6: C4 Set vehicle/entity's event speed to faster CA/47B7: 87 Move vehicle/entity left 2 tiles CA/47B8: AA Move vehicle/entity left/up 2x1 tiles CA/47B9: C3 Set vehicle/entity's event speed to fast CA/47BA: AA Move vehicle/entity left/up 2x1 tiles CA/47BB: C2 Set vehicle/entity's event speed to normal CA/47BC: AA Move vehicle/entity left/up 2x1 tiles CA/47BD: C1 Set vehicle/entity's event speed to slow CA/47BE: AA Move vehicle/entity left/up 2x1 tiles CA/47BF: C2 Set vehicle/entity's event speed to normal CA/47C0: 87 Move vehicle/entity left 2 tiles CA/47C1: C3 Set vehicle/entity's event speed to fast CA/47C2: AA Move vehicle/entity left/up 2x1 tiles CA/47C3: AA Move vehicle/entity left/up 2x1 tiles CA/47C4: FF End queue CA/47C5: 92 Pause for 30 units CA/47C6: 06 Begin action queue for character $06 (Actor in stot 6), 11 bytes long (Wait until complete) CA/47C8: 1F Do vehicle/entity graphical action $1F CA/47C9: E0 Pause for 4 * 10 (40) frames CA/47CB: C2 Set vehicle/entity's event speed to normal CA/47CC: A2 Move vehicle/entity left/down 1x1 tiles CA/47CD: A2 Move vehicle/entity left/down 1x1 tiles CA/47CE: 82 Move vehicle/entity down 1 tile CA/47CF: E0 Pause for 4 * 6 (24) frames CA/47D1: 23 Do vehicle/entity graphical action $23 CA/47D2: FF End queue CA/47D3: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/47D5: CE Turn vehicle/entity down CA/47D6: FF End queue CA/47D7: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/47D9: CE Turn vehicle/entity down CA/47DA: FF End queue CA/47DB: 92 Pause for 30 units CA/47DC: 4B Display dialogue message $09B1, wait for button press CELES: Hey! A bird! CA/47DF: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (25, 160), facing up, party is in the airship CA/47E5: F7 Change graphic to pidgeon CA/47E6: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CA/47E9: C1 Set vehicle's facing direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise) CA/47EC: C2 Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/47EF: C6 Propel vehicle at speed $0320 CA/47F2: 10 Move vehicle as follows: (turn left), 16 units CA/47F4: E0 Pause for 24 units CA/47F6: 40 Move vehicle as follows: (go down), 26 units CA/47F8: 20 Move vehicle as follows: (go up), 26 units CA/47FA: E0 Pause for 8 units CA/47FC: 10 Move vehicle as follows: (turn left), 18 units CA/47FE: E0 Pause for 4 units CA/4800: 12 Move vehicle as follows: (turn left, decrease speed by $100), 2 units CA/4802: 50 Move vehicle as follows: (go down, turn left), 6 units CA/4804: E0 Pause for 4 units CA/4806: 50 Move vehicle as follows: (go down, turn left), 4 units CA/4808: 40 Move vehicle as follows: (go down), 10 units CA/480A: D9 Fade screen CA/480B: E0 Pause for 2 units CA/480D: DF Show mini-map CA/480E: D2 Load map $000B (Falcon, upper deck (general use / with Daryl / buried / homing pigeon)), position (16, 08), mode $40 CA/4814: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/4816: D5 Set vehicle/entity's position to (15, 8) CA/4819: CE Turn vehicle/entity down CA/481A: FF End queue CA/481B: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/481D: CF Turn vehicle/entity left CA/481E: FF End queue CA/481F: 96 Restore screen from fade CA/4820: 5C Pause execution until fade in or fade out is complete CA/4821: 94 Pause for 60 units CA/4822: B0 Execute the following commands until $B1 3 times CA/4824: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/4826: 15 Do vehicle/entity graphical action $15 CA/4827: FF End queue CA/4828: 06 Begin action queue for character $06 (Actor in stot 6), 2 bytes long (Wait until complete) CA/482A: CF Turn vehicle/entity left CA/482B: FF End queue CA/482C: B1 End block of repeating commands CA/482D: 92 Pause for 30 units CA/482E: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/4830: CC Turn vehicle/entity up CA/4831: E0 Pause for 4 * 4 (16) frames CA/4833: 1B Do vehicle/entity graphical action $1B CA/4834: FF End queue CA/4835: 4B Display dialogue message $09B2, wait for button press CELES: SETZER! Follow that bird! SETZER: But why? CELES: I…don't know…! Something inside just tells me it's important… CA/4838: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/483A: CE Turn vehicle/entity down CA/483B: E0 Pause for 4 * 8 (32) frames CA/483D: 23 Do vehicle/entity graphical action $23 CA/483E: FF End queue CA/483F: 94 Pause for 60 units CA/4840: 5A Fade screen at speed $02 CA/4842: 5C Pause execution until fade in or fade out is complete CA/4843: B2 Call subroutine $CACB95 CA/4847: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/4849: D2 Set event bit $1E80($1B9) [$1EB7, bit 1] CA/484B: D2 Set event bit $1E80($1B8) [$1EB7, bit 0] CA/484D: D0 Set event bit $1E80($0CC) [$1E99, bit 4] CA/484F: D0 Set event bit $1E80($0CD) [$1E99, bit 5] CA/4851: D3 Clear event bit $1E80($1C1) [$1EB8, bit 1] CA/4853: D3 Clear event bit $1E80($1C2) [$1EB8, bit 2] CA/4855: D1 Clear event bit $1E80($09E) [$1E93, bit 6] CA/4857: D7 Clear event bit $1E80($34C) [$1EE9, bit 4] CA/4859: D7 Clear event bit $1E80($34D) [$1EE9, bit 5] CA/485B: D7 Clear event bit $1E80($34E) [$1EE9, bit 6] CA/485D: D7 Clear event bit $1E80($34F) [$1EE9, bit 7] CA/485F: D7 Clear event bit $1E80($350) [$1EEA, bit 0] CA/4861: D7 Clear event bit $1E80($347) [$1EE8, bit 7] CA/4863: D7 Clear event bit $1E80($3F4) [$1EFE, bit 4] CA/4865: D7 Clear event bit $1E80($341) [$1EE8, bit 1] CA/4867: D6 Set event bit $1E80($386) [$1EF0, bit 6] CA/4869: D6 Set event bit $1E80($36F) [$1EED, bit 7] CA/486B: D6 Set event bit $1E80($387) [$1EF0, bit 7] CA/486D: D7 Clear event bit $1E80($349) [$1EE9, bit 1] CA/486F: D6 Set event bit $1E80($39B) [$1EF3, bit 3] CA/4871: 77 Perform level averaging on character $0B (GAU ) and calculate new maximum HP/MP CA/4873: 39 Free screen CA/4874: B2 Call subroutine $CA0159 CA/4878: 6B Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (25, 160), facing up, party is in the airship CA/487E: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CA/4881: C1 Set vehicle's facing direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise) CA/4884: C2 Set vehicle's propulsion direction to $00B4 (180 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/4887: C6 Propel vehicle at speed $0320 CA/488A: DF Show mini-map CA/488B: 10 Move vehicle as follows: (turn left), 16 units CA/488D: E0 Pause for 24 units CA/488F: 40 Move vehicle as follows: (go down), 26 units CA/4891: 20 Move vehicle as follows: (go up), 26 units CA/4893: E0 Pause for 8 units CA/4895: 10 Move vehicle as follows: (turn left), 18 units CA/4897: E0 Pause for 4 units CA/4899: 12 Move vehicle as follows: (turn left, decrease speed by $100), 2 units CA/489B: 10 Move vehicle as follows: (turn left), 6 units CA/489D: E0 Pause for 8 units CA/489F: 50 Move vehicle as follows: (go down, turn left), 4 units CA/48A1: 42 Move vehicle as follows: (go down, decrease speed by $100), 1 units CA/48A3: FF End vehicle script CA/48A4: 41 Show object $09 CA/48A6: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/48A8: D5 Set vehicle/entity's position to (14, 6) CA/48AB: CF Turn vehicle/entity left CA/48AC: FF End queue CA/48AD: 96 Restore screen from fade CA/48AE: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CA/48B0: A6 Move vehicle/entity right/down 2x1 tiles CA/48B1: 81 Move vehicle/entity right 1 tile CA/48B2: A5 Move vehicle/entity right/up 2x1 tiles CA/48B3: 81 Move vehicle/entity right 1 tile CA/48B4: FF End queue CA/48B5: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/48B7: FC Branch 8 bytes backwards ($CA48AF) CA/48B9: FF End queue CA/48BA: 1F Begin action queue for character $1F (NPC $1F), 3 bytes long CA/48BC: FC Branch 6 bytes backwards ($CA48B6) CA/48BE: FF End queue CA/48BF: FE Return CA/48C0: FE Return CA/48C1: A1 Reset timer 0 CA/48C3: A1 Reset timer 2 CA/48C5: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/48C7: C2 Set vehicle/entity's event speed to normal CA/48C8: A8 Move vehicle/entity left/down 1x2 tiles CA/48C9: A8 Move vehicle/entity left/down 1x2 tiles CA/48CA: D1 Make vehicle/entity disappear CA/48CB: FF End queue CA/48CC: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CA/48CE: D5 Clear event bit $1E80($2E3) [$1EDC, bit 3] CA/48D0: D0 Set event bit $1E80($0A3) [$1E94, bit 3] CA/48D2: B2 Call subroutine $CA5806 CA/48D6: D5 Clear event bit $1E80($2BC) [$1ED7, bit 4] CA/48D8: 5A Fade screen at speed $08 CA/48DA: 5C Pause execution until fade in or fade out is complete CA/48DB: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/48DD: 6B Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) instantly, (upper bits $3400), place party at (14, 6), facing left CA/48E3: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/48E5: D5 Set vehicle/entity's position to (14, 0) CA/48E8: 0B Do vehicle/entity graphical action $0B CA/48E9: C7 Set vehicle/entity to stay still when moving CA/48EA: C3 Set vehicle/entity's event speed to fast CA/48EB: C8 Set object layering priority to 2 (low nibble 2) CA/48ED: FF End queue CA/48EE: 96 Restore screen from fade CA/48EF: 31 Begin action queue for character $31 (Party Character 0), 13 bytes long CA/48F1: 96 Move vehicle/entity down 6 tiles CA/48F2: 1F Do vehicle/entity graphical action $1F CA/48F3: C2 Set vehicle/entity's event speed to normal CA/48F4: DD Make vehicle/entity jump (high) CA/48F5: 85 Move vehicle/entity right 2 tiles CA/48F6: 28 Do vehicle/entity graphical action $28 CA/48F7: E0 Pause for 4 * 8 (32) frames CA/48F9: C6 Set vehicle/entity to walk when moving CA/48FA: CE Turn vehicle/entity down CA/48FB: C8 Set object layering priority to 0 (low nibble 0) CA/48FD: FF End queue CA/48FE: 95 Pause for 120 units CA/48FF: B0 Execute the following commands until $B1 31 times CA/4901: 51 Modify background color range from [60, 6F]: Do (Black) at intensity 3 CA/4905: B1 End block of repeating commands CA/4906: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/4908: 91 Pause for 15 units CA/4909: 4B Display dialogue message $0875, wait for button press Can't you diffuse the statues?! CA/490C: 97 Fade screen to black CA/490D: 5C Pause execution until fade in or fade out is complete CA/490E: 42 Hide object $31 CA/4910: 6B Load map $0178 (Floating Island, outdoors, without background clouds (end of the WoB)) instantly, (upper bits $3400), place party at (60, 6), facing left CA/4916: 60 Change background layer $0F to palette $10 CA/4919: 3D Create object $19 CA/491B: 3D Create object $1A CA/491D: 41 Show object $19 CA/491F: 41 Show object $1A CA/4921: B2 Call subroutine $CAE46F CA/4925: F4 Play sound effect 24 CA/4927: 19 Begin action queue for character $19 (NPC $19), 9 bytes long CA/4929: A0 Move vehicle/entity right/up 1x1 tiles CA/492A: E0 Pause for 4 * 4 (16) frames CA/492C: C5 Set vehicle/entity's event speed to fastest CA/492D: A7 Move vehicle/entity right/down 1x2 tiles CA/492E: A7 Move vehicle/entity right/down 1x2 tiles CA/492F: A7 Move vehicle/entity right/down 1x2 tiles CA/4930: A7 Move vehicle/entity right/down 1x2 tiles CA/4931: FF End queue CA/4932: 92 Pause for 30 units CA/4933: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CA/4935: A3 Move vehicle/entity left/up 1x1 tiles CA/4936: FF End queue CA/4937: 92 Pause for 30 units CA/4938: F4 Play sound effect 24 CA/493A: 1A Begin action queue for character $1A (NPC $1A), 9 bytes long CA/493C: C5 Set vehicle/entity's event speed to fastest CA/493D: A9 Move vehicle/entity left/down 2x1 tiles CA/493E: A9 Move vehicle/entity left/down 2x1 tiles CA/493F: A9 Move vehicle/entity left/down 2x1 tiles CA/4940: A9 Move vehicle/entity left/down 2x1 tiles CA/4941: A9 Move vehicle/entity left/down 2x1 tiles CA/4942: 9F Move vehicle/entity left 8 tiles CA/4943: 9F Move vehicle/entity left 8 tiles CA/4944: FF End queue CA/4945: 30 Begin action queue for character $30 (Camera), 17 bytes long CA/4947: C5 Set vehicle/entity's event speed to fastest CA/4948: A9 Move vehicle/entity left/down 2x1 tiles CA/4949: 9F Move vehicle/entity left 8 tiles CA/494A: AA Move vehicle/entity left/up 2x1 tiles CA/494B: C4 Set vehicle/entity's event speed to faster CA/494C: A3 Move vehicle/entity left/up 1x1 tiles CA/494D: C3 Set vehicle/entity's event speed to fast CA/494E: A3 Move vehicle/entity left/up 1x1 tiles CA/494F: C2 Set vehicle/entity's event speed to normal CA/4950: AB Move vehicle/entity left/up 1x2 tiles CA/4951: C1 Set vehicle/entity's event speed to slow CA/4952: 80 Move vehicle/entity up 1 tile CA/4953: A0 Move vehicle/entity right/up 1x1 tiles CA/4954: C0 Set vehicle/entity's event speed to slowest CA/4955: A0 Move vehicle/entity right/up 1x1 tiles CA/4956: A5 Move vehicle/entity right/up 2x1 tiles CA/4957: FF End queue CA/4958: 95 Pause for 120 units CA/4959: 3D Create object $1B CA/495B: 41 Show object $1B CA/495D: 1B Begin action queue for character $1B (NPC $1B), 11 bytes long CA/495F: A4 Move vehicle/entity right/up 1x2 tiles CA/4960: A4 Move vehicle/entity right/up 1x2 tiles CA/4961: C1 Set vehicle/entity's event speed to slow CA/4962: A4 Move vehicle/entity right/up 1x2 tiles CA/4963: A0 Move vehicle/entity right/up 1x1 tiles CA/4964: A0 Move vehicle/entity right/up 1x1 tiles CA/4965: A0 Move vehicle/entity right/up 1x1 tiles CA/4966: A5 Move vehicle/entity right/up 2x1 tiles CA/4967: A5 Move vehicle/entity right/up 2x1 tiles CA/4968: A5 Move vehicle/entity right/up 2x1 tiles CA/4969: FF End queue CA/496A: B5 Pause for 15 * 20 (300) units CA/496C: 97 Fade screen to black CA/496D: 5C Pause execution until fade in or fade out is complete CA/496E: 35 Pause execution until action queue for object $30 (Camera) is complete CA/4970: 6B Load map $0186 (Forested cliffs, rise and fall and split (end of the WoB)) instantly, (upper bits $3400), place party at (9, 15), facing left CA/4976: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/4978: C1 Set vehicle/entity's event speed to slow CA/4979: A4 Move vehicle/entity right/up 1x2 tiles CA/497A: A4 Move vehicle/entity right/up 1x2 tiles CA/497B: FF End queue CA/497C: B5 Pause for 15 * 6 (90) units CA/497E: 10 Begin action queue for character $10 (NPC $10), 12 bytes long CA/4980: C4 Set vehicle/entity's event speed to faster CA/4981: D5 Set vehicle/entity's position to (13, 16) CA/4984: A5 Move vehicle/entity right/up 2x1 tiles CA/4985: A5 Move vehicle/entity right/up 2x1 tiles CA/4986: D5 Set vehicle/entity's position to (0, 0) CA/4989: FC Branch 8 bytes backwards ($CA4981) CA/498B: FF End queue CA/498C: 11 Begin action queue for character $11 (NPC $11), 14 bytes long CA/498E: C4 Set vehicle/entity's event speed to faster CA/498F: E0 Pause for 4 * 3 (12) frames CA/4991: D5 Set vehicle/entity's position to (13, 16) CA/4994: A4 Move vehicle/entity right/up 1x2 tiles CA/4995: A4 Move vehicle/entity right/up 1x2 tiles CA/4996: D5 Set vehicle/entity's position to (0, 0) CA/4999: FC Branch 10 bytes backwards ($CA498F) CA/499B: FF End queue CA/499C: 12 Begin action queue for character $12 (NPC $12), 14 bytes long CA/499E: C4 Set vehicle/entity's event speed to faster CA/499F: E0 Pause for 4 * 4 (16) frames CA/49A1: D5 Set vehicle/entity's position to (11, 15) CA/49A4: A5 Move vehicle/entity right/up 2x1 tiles CA/49A5: A5 Move vehicle/entity right/up 2x1 tiles CA/49A6: D5 Set vehicle/entity's position to (0, 0) CA/49A9: FC Branch 10 bytes backwards ($CA499F) CA/49AB: FF End queue CA/49AC: 13 Begin action queue for character $13 (NPC $13), 15 bytes long CA/49AE: C4 Set vehicle/entity's event speed to faster CA/49AF: E0 Pause for 4 * 6 (24) frames CA/49B1: D5 Set vehicle/entity's position to (9, 15) CA/49B4: A0 Move vehicle/entity right/up 1x1 tiles CA/49B5: A0 Move vehicle/entity right/up 1x1 tiles CA/49B6: A0 Move vehicle/entity right/up 1x1 tiles CA/49B7: D5 Set vehicle/entity's position to (0, 0) CA/49BA: FC Branch 11 bytes backwards ($CA49AF) CA/49BC: FF End queue CA/49BD: 14 Begin action queue for character $14 (NPC $14), 15 bytes long CA/49BF: C4 Set vehicle/entity's event speed to faster CA/49C0: E0 Pause for 4 * 8 (32) frames CA/49C2: D5 Set vehicle/entity's position to (10, 15) CA/49C5: 84 Move vehicle/entity up 2 tiles CA/49C6: A4 Move vehicle/entity right/up 1x2 tiles CA/49C7: A4 Move vehicle/entity right/up 1x2 tiles CA/49C8: D5 Set vehicle/entity's position to (0, 0) CA/49CB: FC Branch 11 bytes backwards ($CA49C0) CA/49CD: FF End queue CA/49CE: 91 Pause for 15 units CA/49CF: 35 Pause execution until action queue for object $30 (Camera) is complete CA/49D1: F4 Play sound effect 18 CA/49D3: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CA/49D5: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/49D7: 74 Replace current map's Layer 2 at (9, 15) with the following (2 x 2) chunk CA/49DC: $00, $00 CA/49DE: $03, $04 CA/49E0: 74 Replace current map's Layer 2 at (6, 10) with the following (4 x 2) chunk CA/49E5: $08, $00, $18, $00 CA/49E9: $08, $00, $18, $00 CA/49ED: 75 Refresh map after alteration CA/49EE: 5E Scroll Layer 2, speed 0 x 16 CA/49F1: 55 Flash screen with color component(s) 2 (Red), at intensity 0 CA/49F3: 92 Pause for 30 units CA/49F4: 5E Scroll Layer 2, speed 0 x 10 CA/49F7: 91 Pause for 15 units CA/49F8: F4 Play sound effect 18 CA/49FA: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/49FC: 10 Begin action queue for character $10 (NPC $10), 10 bytes long CA/49FE: D5 Set vehicle/entity's position to (11, 10) CA/4A01: A0 Move vehicle/entity right/up 1x1 tiles CA/4A02: A5 Move vehicle/entity right/up 2x1 tiles CA/4A03: A5 Move vehicle/entity right/up 2x1 tiles CA/4A04: D5 Set vehicle/entity's position to (0, 0) CA/4A07: FF End queue CA/4A08: 11 Begin action queue for character $11 (NPC $11), 10 bytes long CA/4A0A: D5 Set vehicle/entity's position to (10, 9) CA/4A0D: A0 Move vehicle/entity right/up 1x1 tiles CA/4A0E: A5 Move vehicle/entity right/up 2x1 tiles CA/4A0F: 89 Move vehicle/entity right 3 tiles CA/4A10: D5 Set vehicle/entity's position to (0, 0) CA/4A13: FF End queue CA/4A14: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CA/4A16: D5 Set vehicle/entity's position to (10, 8) CA/4A19: A0 Move vehicle/entity right/up 1x1 tiles CA/4A1A: A5 Move vehicle/entity right/up 2x1 tiles CA/4A1B: A5 Move vehicle/entity right/up 2x1 tiles CA/4A1C: D5 Set vehicle/entity's position to (0, 0) CA/4A1F: FF End queue CA/4A20: 13 Begin action queue for character $13 (NPC $13), 9 bytes long CA/4A22: D5 Set vehicle/entity's position to (10, 7) CA/4A25: A0 Move vehicle/entity right/up 1x1 tiles CA/4A26: 81 Move vehicle/entity right 1 tile CA/4A27: D5 Set vehicle/entity's position to (0, 0) CA/4A2A: FF End queue CA/4A2B: 14 Begin action queue for character $14 (NPC $14), 10 bytes long CA/4A2D: D5 Set vehicle/entity's position to (10, 6) CA/4A30: 80 Move vehicle/entity up 1 tile CA/4A31: A0 Move vehicle/entity right/up 1x1 tiles CA/4A32: A5 Move vehicle/entity right/up 2x1 tiles CA/4A33: D5 Set vehicle/entity's position to (0, 0) CA/4A36: FF End queue CA/4A37: 74 Replace current map's Layer 2 at (7, 7) with the following (10 x 10) chunk CA/4A3C: $67, $88, $98, $09, $09, $09, $09, $19, $09, $19 CA/4A46: $77, $98, $88, $05, $09, $09, $09, $09, $19, $09 CA/4A50: $77, $88, $98, $88, $09, $09, $09, $09, $09, $19 CA/4A5A: $67, $98, $88, $98, $09, $09, $09, $09, $09, $09 CA/4A64: $D8, $88, $98, $88, $05, $09, $09, $09, $09, $19 CA/4A6E: $B8, $52, $D9, $DA, $DB, $00, $00, $00, $00, $00 CA/4A78: $C8, $B8, $B9, $BA, $BB, $00, $00, $00, $00, $02 CA/4A82: $82, $C8, $C9, $CA, $CB, $00, $00, $00, $02, $98 CA/4A8C: $88, $82, $83, $84, $85, $03, $05, $02, $98, $88 CA/4A96: $88, $88, $98, $88, $88, $88, $98, $88, $98, $98 CA/4AA0: 74 Replace current map's Layer 2 at (7, 71) with the following (14 x 5) chunk CA/4AA5: $00, $00, $00, $02, $03, $00, $00, $00, $67, $88, $00, $00, $00, $77 CA/4AB3: $88, $00, $00, $00, $B0, $98, $00, $00, $00, $C8, $67, $00, $00, $00 CA/4AC1: $B8, $77, $00, $00, $00, $C8, $B0, $00, $00, $00, $00, $C8, $00, $00 CA/4ACF: $00, $00, $B8, $00, $00, $00, $00, $C8, $00, $00, $00, $00, $00, $00 CA/4ADD: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/4AEB: 75 Refresh map after alteration CA/4AEC: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/4AEE: 5E Scroll Layer 2, speed 0 x 10 CA/4AF1: 91 Pause for 15 units CA/4AF2: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/4AF4: C3 Set vehicle/entity's event speed to fast CA/4AF5: 88 Move vehicle/entity up 3 tiles CA/4AF6: C0 Set vehicle/entity's event speed to slowest CA/4AF7: 80 Move vehicle/entity up 1 tile CA/4AF8: FF End queue CA/4AF9: 92 Pause for 30 units CA/4AFA: F4 Play sound effect 6 CA/4AFC: 5E Scroll Layer 2, speed 0 x 2 CA/4AFF: 92 Pause for 30 units CA/4B00: B3 Call subroutine $CAD033, 2 times CA/4B05: 35 Pause execution until action queue for object $30 (Camera) is complete CA/4B07: F4 Play sound effect 18 CA/4B09: 74 Replace current map's Layer 2 at (10, 2) with the following (13 x 7) chunk CA/4B0E: $09, $09, $09, $19, $09, $19, $09, $67, $88, $88, $88, $09, $09 CA/4B1B: $19, $77, $88, $98, $88, $88, $09, $09, $B0, $98, $88, $98, $88 CA/4B28: $98, $19, $C8, $67, $98, $88, $98, $15, $09, $B8, $77, $88, $98 CA/4B35: $15, $26, $19, $82, $B0, $D9, $15, $26, $36, $09, $88, $C8, $B9 CA/4B42: $25, $36, $36, $19, $98, $B8, $C9, $35, $36, $26, $12, $88, $82 CA/4B4F: $C9, $35, $26, $66, $22, $54, $DB, $B9, $25, $66, $36, $32, $BA CA/4B5C: $BB, $C9, $65, $36, $3A, $02, $CA, $CB, $B3, $5B, $3A, $02, $98 CA/4B69: 74 Replace current map's Layer 2 at (10, 71) with the following (14 x 7) chunk CA/4B6E: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/4B7C: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $05 CA/4B8A: $00, $00, $00, $00, $00, $02, $68, $00, $00, $00, $00, $02, $98, $DB CA/4B98: $00, $00, $00, $02, $98, $DB, $BC, $00, $00, $00, $D8, $DB, $BC, $CC CA/4BA6: $00, $00, $00, $B8, $BB, $CC, $BC, $00, $00, $00, $C8, $CB, $BC, $BC CA/4BB4: $00, $00, $00, $B8, $BB, $BC, $CC, $00, $00, $00, $C8, $CB, $CC, $CC CA/4BC2: $00, $00, $00, $C8, $CB, $CC, $00, $00, $00, $00, $C8, $CB, $00, $00 CA/4BD0: 75 Refresh map after alteration CA/4BD1: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/4BD3: D5 Set vehicle/entity's position to (16, 13) CA/4BD6: A5 Move vehicle/entity right/up 2x1 tiles CA/4BD7: A5 Move vehicle/entity right/up 2x1 tiles CA/4BD8: D5 Set vehicle/entity's position to (0, 0) CA/4BDB: FC Branch 8 bytes backwards ($CA4BD3) CA/4BDD: FF End queue CA/4BDE: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/4BE0: E0 Pause for 4 * 1 (4) frames CA/4BE2: D5 Set vehicle/entity's position to (15, 14) CA/4BE5: A4 Move vehicle/entity right/up 1x2 tiles CA/4BE6: A4 Move vehicle/entity right/up 1x2 tiles CA/4BE7: D5 Set vehicle/entity's position to (0, 0) CA/4BEA: FC Branch 10 bytes backwards ($CA4BE0) CA/4BEC: FF End queue CA/4BED: 12 Begin action queue for character $12 (NPC $12), 13 bytes long CA/4BEF: E0 Pause for 4 * 3 (12) frames CA/4BF1: D5 Set vehicle/entity's position to (15, 14) CA/4BF4: A5 Move vehicle/entity right/up 2x1 tiles CA/4BF5: A5 Move vehicle/entity right/up 2x1 tiles CA/4BF6: D5 Set vehicle/entity's position to (0, 0) CA/4BF9: FC Branch 10 bytes backwards ($CA4BEF) CA/4BFB: FF End queue CA/4BFC: 13 Begin action queue for character $13 (NPC $13), 13 bytes long CA/4BFE: E0 Pause for 4 * 4 (16) frames CA/4C00: D5 Set vehicle/entity's position to (13, 15) CA/4C03: A4 Move vehicle/entity right/up 1x2 tiles CA/4C04: A4 Move vehicle/entity right/up 1x2 tiles CA/4C05: D5 Set vehicle/entity's position to (0, 0) CA/4C08: FC Branch 10 bytes backwards ($CA4BFE) CA/4C0A: FF End queue CA/4C0B: 14 Begin action queue for character $14 (NPC $14), 14 bytes long CA/4C0D: E0 Pause for 4 * 6 (24) frames CA/4C0F: D5 Set vehicle/entity's position to (14, 15) CA/4C12: 88 Move vehicle/entity up 3 tiles CA/4C13: A4 Move vehicle/entity right/up 1x2 tiles CA/4C14: A4 Move vehicle/entity right/up 1x2 tiles CA/4C15: D5 Set vehicle/entity's position to (0, 0) CA/4C18: FC Branch 11 bytes backwards ($CA4C0D) CA/4C1A: FF End queue CA/4C1B: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/4C1D: C2 Set vehicle/entity's event speed to normal CA/4C1E: A7 Move vehicle/entity right/down 1x2 tiles CA/4C1F: 8E Move vehicle/entity down 4 tiles CA/4C20: C1 Set vehicle/entity's event speed to slow CA/4C21: 86 Move vehicle/entity down 2 tiles CA/4C22: FF End queue CA/4C23: 5E Scroll Layer 2, speed 0 x 240 CA/4C26: 92 Pause for 30 units CA/4C27: F4 Play sound effect 6 CA/4C29: 5E Scroll Layer 2, speed 0 x 229 CA/4C2C: 94 Pause for 60 units CA/4C2D: 5E Scroll Layer 2, speed 0 x 0 CA/4C30: 91 Pause for 15 units CA/4C31: 35 Pause execution until action queue for object $30 (Camera) is complete CA/4C33: 91 Pause for 15 units CA/4C34: F4 Play sound effect 18 CA/4C36: 74 Replace current map's Layer 2 at (10, 8) with the following (15 x 10) chunk CA/4C3B: $05, $00, $00, $00, $00, $00, $00, $00, $00, $00, $78, $00, $00, $00, $00 CA/4C4A: $00, $00, $00, $00, $00, $78, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/4C59: $88, $05, $00, $00, $00, $00, $00, $00, $00, $00, $DA, $DB, $00, $00, $00 CA/4C68: $00, $00, $00, $00, $00, $BA, $BB, $00, $00, $00, $00, $00, $00, $00, $00 CA/4C77: $CA, $CB, $00, $00, $00, $00, $00, $00, $00, $00, $84, $85, $03, $05, $00 CA/4C86: $00, $00, $00, $00, $00, $88, $88, $88, $78, $00, $00, $00, $00, $00, $00 CA/4C95: $D9, $D9, $98, $78, $00, $00, $00, $00, $00, $00, $83, $83, $B0, $DC, $00 CA/4CA4: $00, $00, $00, $00, $00, $88, $98, $82, $BB, $00, $00, $00, $00, $00, $00 CA/4CB3: $98, $88, $B1, $25, $00, $00, $00, $00, $00, $00, $88, $68, $25, $35, $00 CA/4CC2: $00, $00, $00, $00, $00, $D9, $B1, $25, $35, $00, $00, $00, $00, $00, $00 CA/4CD1: 74 Replace current map's Layer 2 at (9, 69) with the following (15 x 11) chunk CA/4CD6: $01, $01, $B0, $D9, $15, $26, $36, $09, $19, $09, $19, $01, $01, $C8, $B9 CA/4CE5: $25, $36, $36, $19, $09, $19, $09, $01, $01, $B8, $C9, $35, $36, $26, $12 CA/4CF4: $19, $09, $19, $01, $01, $B8, $C9, $35, $26, $66, $22, $09, $19, $09, $01 CA/4D03: $01, $C8, $B9, $25, $66, $36, $32, $19, $09, $19, $01, $01, $0C, $C9, $65 CA/4D12: $36, $36, $B5, $09, $19, $09, $01, $01, $1C, $B3, $35, $36, $B5, $98, $19 CA/4D21: $09, $19, $01, $01, $01, $1C, $6C, $B5, $98, $88, $09, $19, $09, $01, $01 CA/4D30: $01, $01, $1C, $67, $98, $98, $19, $09, $19, $01, $01, $01, $01, $01, $D8 CA/4D3F: $D9, $D9, $09, $19, $09, $01, $01, $01, $01, $7B, $E8, $83, $83, $92, $09 CA/4D4E: $19, $01, $01, $01, $01, $01, $84, $77, $88, $B2, $B3, $92, $00, $00, $00 CA/4D5D: $00, $02, $98, $B0, $D9, $09, $09, $B2, $00, $00, $00, $02, $98, $98, $82 CA/4D6C: $83, $B3, $92, $09, $00, $00, $02, $98, $98, $98, $98, $09, $09, $B2, $09 CA/4D7B: 75 Refresh map after alteration CA/4D7C: 10 Begin action queue for character $10 (NPC $10), 14 bytes long CA/4D7E: D5 Set vehicle/entity's position to (13, 21) CA/4D81: A3 Move vehicle/entity left/up 1x1 tiles CA/4D82: A3 Move vehicle/entity left/up 1x1 tiles CA/4D83: AB Move vehicle/entity left/up 1x2 tiles CA/4D84: AB Move vehicle/entity left/up 1x2 tiles CA/4D85: D5 Set vehicle/entity's position to (12, 12) CA/4D88: A4 Move vehicle/entity right/up 1x2 tiles CA/4D89: A0 Move vehicle/entity right/up 1x1 tiles CA/4D8A: A5 Move vehicle/entity right/up 2x1 tiles CA/4D8B: FF End queue CA/4D8C: 11 Begin action queue for character $11 (NPC $11), 16 bytes long CA/4D8E: E0 Pause for 4 * 1 (4) frames CA/4D90: D5 Set vehicle/entity's position to (11, 21) CA/4D93: A4 Move vehicle/entity right/up 1x2 tiles CA/4D94: A4 Move vehicle/entity right/up 1x2 tiles CA/4D95: A0 Move vehicle/entity right/up 1x1 tiles CA/4D96: A0 Move vehicle/entity right/up 1x1 tiles CA/4D97: D5 Set vehicle/entity's position to (11, 10) CA/4D9A: A4 Move vehicle/entity right/up 1x2 tiles CA/4D9B: A0 Move vehicle/entity right/up 1x1 tiles CA/4D9C: A5 Move vehicle/entity right/up 2x1 tiles CA/4D9D: FF End queue CA/4D9E: 12 Begin action queue for character $12 (NPC $12), 13 bytes long CA/4DA0: E0 Pause for 4 * 3 (12) frames CA/4DA2: D5 Set vehicle/entity's position to (13, 19) CA/4DA5: AB Move vehicle/entity left/up 1x2 tiles CA/4DA6: A4 Move vehicle/entity right/up 1x2 tiles CA/4DA7: A0 Move vehicle/entity right/up 1x1 tiles CA/4DA8: A5 Move vehicle/entity right/up 2x1 tiles CA/4DA9: D5 Set vehicle/entity's position to (0, 0) CA/4DAC: FF End queue CA/4DAD: 13 Begin action queue for character $13 (NPC $13), 12 bytes long CA/4DAF: E0 Pause for 4 * 2 (8) frames CA/4DB1: D5 Set vehicle/entity's position to (14, 16) CA/4DB4: A3 Move vehicle/entity left/up 1x1 tiles CA/4DB5: A3 Move vehicle/entity left/up 1x1 tiles CA/4DB6: A3 Move vehicle/entity left/up 1x1 tiles CA/4DB7: D5 Set vehicle/entity's position to (0, 0) CA/4DBA: FF End queue CA/4DBB: 14 Begin action queue for character $14 (NPC $14), 12 bytes long CA/4DBD: E0 Pause for 4 * 3 (12) frames CA/4DBF: D5 Set vehicle/entity's position to (12, 14) CA/4DC2: A0 Move vehicle/entity right/up 1x1 tiles CA/4DC3: A5 Move vehicle/entity right/up 2x1 tiles CA/4DC4: A4 Move vehicle/entity right/up 1x2 tiles CA/4DC5: D5 Set vehicle/entity's position to (0, 0) CA/4DC8: FF End queue CA/4DC9: F4 Play sound effect 6 CA/4DCB: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/4DCD: C0 Set vehicle/entity's event speed to slowest CA/4DCE: 82 Move vehicle/entity down 1 tile CA/4DCF: FF End queue CA/4DD0: 5E Scroll Layer 2, speed 244 x 0 CA/4DD3: 91 Pause for 15 units CA/4DD4: F4 Play sound effect 6 CA/4DD6: 5E Scroll Layer 2, speed 252 x 0 CA/4DD9: B5 Pause for 15 * 8 (120) units CA/4DDB: 97 Fade screen to black CA/4DDC: 5C Pause execution until fade in or fade out is complete CA/4DDD: 5E Scroll Layer 2, speed 0 x 0 CA/4DE0: 35 Pause execution until action queue for object $30 (Camera) is complete CA/4DE2: 6B Load map $0185 (Town-like, ground splits open (end of the WoB)) instantly, (upper bits $3400), place party at (8, 9), facing left CA/4DE8: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/4DEC: B0 Execute the following commands until $B1 4 times CA/4DEE: 51 Modify background color range from [05, 07]: Do (Black) at intensity 0 CA/4DF2: B1 End block of repeating commands CA/4DF3: 73 Replace current map's Layer 1 at (5, 64) with the following (5 x 2) chunk, refresh immediately CA/4DF8: $E2, $E2, $F2, $F2, $D2 CA/4DFD: $D2, $E2, $E2, $F2, $F2 CA/4E02: 96 Restore screen from fade CA/4E03: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/4E05: 89 Move vehicle/entity right 3 tiles CA/4E06: A0 Move vehicle/entity right/up 1x1 tiles CA/4E07: A0 Move vehicle/entity right/up 1x1 tiles CA/4E08: CD Turn vehicle/entity right CA/4E09: FF End queue CA/4E0A: 11 Begin action queue for character $11 (NPC $11), 9 bytes long CA/4E0C: 19 Do vehicle/entity graphical action $19 CA/4E0D: E0 Pause for 4 * 4 (16) frames CA/4E0F: 1A Do vehicle/entity graphical action $1A CA/4E10: E0 Pause for 4 * 4 (16) frames CA/4E12: 89 Move vehicle/entity right 3 tiles CA/4E13: 1F Do vehicle/entity graphical action $1F CA/4E14: FF End queue CA/4E15: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/4E17: 89 Move vehicle/entity right 3 tiles CA/4E18: A0 Move vehicle/entity right/up 1x1 tiles CA/4E19: 80 Move vehicle/entity up 1 tile CA/4E1A: CF Turn vehicle/entity left CA/4E1B: FF End queue CA/4E1C: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/4E1E: CE Turn vehicle/entity down CA/4E1F: E0 Pause for 4 * 6 (24) frames CA/4E21: 82 Move vehicle/entity down 1 tile CA/4E22: FF End queue CA/4E23: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/4E25: 89 Move vehicle/entity right 3 tiles CA/4E26: A0 Move vehicle/entity right/up 1x1 tiles CA/4E27: FF End queue CA/4E28: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/4E2A: A9 Move vehicle/entity left/down 2x1 tiles CA/4E2B: E0 Pause for 4 * 3 (12) frames CA/4E2D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4E2E: FF End queue CA/4E2F: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CA/4E31: E0 Pause for 4 * 4 (16) frames CA/4E33: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/4E34: E0 Pause for 4 * 2 (8) frames CA/4E36: 0A Do vehicle/entity graphical action $0A CA/4E37: FF End queue CA/4E38: 17 Begin action queue for character $17 (NPC $17), 3 bytes long CA/4E3A: A9 Move vehicle/entity left/down 2x1 tiles CA/4E3B: 18 Do vehicle/entity graphical action $18 CA/4E3C: FF End queue CA/4E3D: 5C Pause execution until fade in or fade out is complete CA/4E3E: 94 Pause for 60 units CA/4E3F: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/4E41: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/4E43: C7 Set vehicle/entity to stay still when moving CA/4E44: 1F Do vehicle/entity graphical action $1F CA/4E45: C2 Set vehicle/entity's event speed to normal CA/4E46: DD Make vehicle/entity jump (high) CA/4E47: 87 Move vehicle/entity left 2 tiles CA/4E48: 28 Do vehicle/entity graphical action $28 CA/4E49: FF End queue CA/4E4A: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CA/4E4C: DD Make vehicle/entity jump (high) CA/4E4D: CE Turn vehicle/entity down CA/4E4E: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/4E4F: FF End queue CA/4E50: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CA/4E52: C4 Set vehicle/entity's event speed to faster CA/4E53: 0B Do vehicle/entity graphical action $0B CA/4E54: C7 Set vehicle/entity to stay still when moving CA/4E55: A3 Move vehicle/entity left/up 1x1 tiles CA/4E56: 1F Do vehicle/entity graphical action $1F CA/4E57: E0 Pause for 4 * 3 (12) frames CA/4E59: 28 Do vehicle/entity graphical action $28 CA/4E5A: FF End queue CA/4E5B: 14 Begin action queue for character $14 (NPC $14), 6 bytes long CA/4E5D: C7 Set vehicle/entity to stay still when moving CA/4E5E: 1F Do vehicle/entity graphical action $1F CA/4E5F: DD Make vehicle/entity jump (high) CA/4E60: 84 Move vehicle/entity up 2 tiles CA/4E61: 17 Do vehicle/entity graphical action $17 CA/4E62: FF End queue CA/4E63: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/4E65: 1F Do vehicle/entity graphical action $1F CA/4E66: C7 Set vehicle/entity to stay still when moving CA/4E67: C0 Set vehicle/entity's event speed to slowest CA/4E68: 81 Move vehicle/entity right 1 tile CA/4E69: FF End queue CA/4E6A: 16 Begin action queue for character $16 (NPC $16), 7 bytes long CA/4E6C: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4E6D: E0 Pause for 4 * 6 (24) frames CA/4E6F: A3 Move vehicle/entity left/up 1x1 tiles CA/4E70: A3 Move vehicle/entity left/up 1x1 tiles CA/4E71: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4E72: FF End queue CA/4E73: 17 Begin action queue for character $17 (NPC $17), 9 bytes long CA/4E75: 1F Do vehicle/entity graphical action $1F CA/4E76: E0 Pause for 4 * 1 (4) frames CA/4E78: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/4E79: E0 Pause for 4 * 1 (4) frames CA/4E7B: FC Branch 6 bytes backwards ($CA4E75) CA/4E7D: FF End queue CA/4E7E: F4 Play sound effect 18 CA/4E80: B2 Call subroutine $CA5DCC CA/4E84: B2 Call subroutine $CA5DE7 CA/4E88: B2 Call subroutine $CA5E01 CA/4E8C: 5E Scroll Layer 2, speed 248 x 0 CA/4E8F: F4 Play sound effect 6 CA/4E91: 94 Pause for 60 units CA/4E92: 5E Scroll Layer 2, speed 252 x 0 CA/4E95: 16 Begin action queue for character $16 (NPC $16), 2 bytes long CA/4E97: 0F Do vehicle/entity graphical action $0F CA/4E98: FF End queue CA/4E99: 17 Begin action queue for character $17 (NPC $17), 7 bytes long CA/4E9B: C4 Set vehicle/entity's event speed to faster CA/4E9C: C7 Set vehicle/entity to stay still when moving CA/4E9D: 0B Do vehicle/entity graphical action $0B CA/4E9E: A2 Move vehicle/entity left/down 1x1 tiles CA/4E9F: 8A Move vehicle/entity down 3 tiles CA/4EA0: D1 Make vehicle/entity disappear CA/4EA1: FF End queue CA/4EA2: 91 Pause for 15 units CA/4EA3: 5E Scroll Layer 2, speed 0 x 0 CA/4EA6: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CA/4EA8: 17 Do vehicle/entity graphical action $17 CA/4EA9: E0 Pause for 4 * 1 (4) frames CA/4EAB: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/4EAC: FF End queue CA/4EAD: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CA/4EAF: C4 Set vehicle/entity's event speed to faster CA/4EB0: A4 Move vehicle/entity right/up 1x2 tiles CA/4EB1: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/4EB2: A7 Move vehicle/entity right/down 1x2 tiles CA/4EB3: 28 Do vehicle/entity graphical action $28 CA/4EB4: FF End queue CA/4EB5: 91 Pause for 15 units CA/4EB6: 5E Scroll Layer 2, speed 32 x 0 CA/4EB9: 42 Hide object $14 CA/4EBB: 91 Pause for 15 units CA/4EBC: 5E Scroll Layer 2, speed 0 x 0 CA/4EBF: 15 Begin action queue for character $15 (NPC $15), 6 bytes long CA/4EC1: 28 Do vehicle/entity graphical action $28 CA/4EC2: C4 Set vehicle/entity's event speed to faster CA/4EC3: A9 Move vehicle/entity left/down 2x1 tiles CA/4EC4: A9 Move vehicle/entity left/down 2x1 tiles CA/4EC5: A9 Move vehicle/entity left/down 2x1 tiles CA/4EC6: FF End queue CA/4EC7: F4 Play sound effect 187 CA/4EC9: 5E Scroll Layer 2, speed 253 x 0 CA/4ECC: 95 Pause for 120 units CA/4ECD: 5E Scroll Layer 2, speed 0 x 0 CA/4ED0: 6A Load map $017D (Mountain cliffs, collapsing (end of the WoB)) after fade out, (upper bits $3400), place party at (40, 26), facing left CA/4ED6: F4 Play sound effect 165 CA/4ED8: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/4EDA: 81 Move vehicle/entity right 1 tile CA/4EDB: 83 Move vehicle/entity left 1 tile CA/4EDC: FC Branch 2 bytes backwards ($CA4EDA) CA/4EDE: FF End queue CA/4EDF: 12 Begin action queue for character $12 (NPC $12), 14 bytes long CA/4EE1: E0 Pause for 4 * 3 (12) frames CA/4EE3: D5 Set vehicle/entity's position to (44, 23) CA/4EE6: AB Move vehicle/entity left/up 1x2 tiles CA/4EE7: AB Move vehicle/entity left/up 1x2 tiles CA/4EE8: AB Move vehicle/entity left/up 1x2 tiles CA/4EE9: D5 Set vehicle/entity's position to (0, 0) CA/4EEC: FC Branch 11 bytes backwards ($CA4EE1) CA/4EEE: FF End queue CA/4EEF: 13 Begin action queue for character $13 (NPC $13), 13 bytes long CA/4EF1: E0 Pause for 4 * 5 (20) frames CA/4EF3: D5 Set vehicle/entity's position to (45, 20) CA/4EF6: AA Move vehicle/entity left/up 2x1 tiles CA/4EF7: AA Move vehicle/entity left/up 2x1 tiles CA/4EF8: D5 Set vehicle/entity's position to (0, 0) CA/4EFB: FC Branch 10 bytes backwards ($CA4EF1) CA/4EFD: FF End queue CA/4EFE: 14 Begin action queue for character $14 (NPC $14), 14 bytes long CA/4F00: E0 Pause for 4 * 6 (24) frames CA/4F02: D5 Set vehicle/entity's position to (45, 21) CA/4F05: AB Move vehicle/entity left/up 1x2 tiles CA/4F06: AB Move vehicle/entity left/up 1x2 tiles CA/4F07: AB Move vehicle/entity left/up 1x2 tiles CA/4F08: D5 Set vehicle/entity's position to (0, 0) CA/4F0B: FC Branch 11 bytes backwards ($CA4F00) CA/4F0D: FF End queue CA/4F0E: 15 Begin action queue for character $15 (NPC $15), 14 bytes long CA/4F10: E0 Pause for 4 * 4 (16) frames CA/4F12: D5 Set vehicle/entity's position to (46, 19) CA/4F15: A3 Move vehicle/entity left/up 1x1 tiles CA/4F16: A3 Move vehicle/entity left/up 1x1 tiles CA/4F17: A3 Move vehicle/entity left/up 1x1 tiles CA/4F18: D5 Set vehicle/entity's position to (0, 0) CA/4F1B: FC Branch 11 bytes backwards ($CA4F10) CA/4F1D: FF End queue CA/4F1E: 96 Restore screen from fade CA/4F1F: 5D Scroll Layer 1, speed 4 x 250 CA/4F22: 5E Scroll Layer 2, speed 4 x 2 CA/4F25: 92 Pause for 30 units CA/4F26: 11 Begin action queue for character $11 (NPC $11), 14 bytes long CA/4F28: C7 Set vehicle/entity to stay still when moving CA/4F29: 0B Do vehicle/entity graphical action $0B CA/4F2A: C4 Set vehicle/entity's event speed to faster CA/4F2B: A8 Move vehicle/entity left/down 1x2 tiles CA/4F2C: A8 Move vehicle/entity left/down 1x2 tiles CA/4F2D: 86 Move vehicle/entity down 2 tiles CA/4F2E: C2 Set vehicle/entity's event speed to normal CA/4F2F: 1F Do vehicle/entity graphical action $1F CA/4F30: DD Make vehicle/entity jump (high) CA/4F31: 87 Move vehicle/entity left 2 tiles CA/4F32: C4 Set vehicle/entity's event speed to faster CA/4F33: 0A Do vehicle/entity graphical action $0A CA/4F34: 9E Move vehicle/entity down 8 tiles CA/4F35: FF End queue CA/4F36: B5 Pause for 15 * 16 (240) units CA/4F38: 97 Fade screen to black CA/4F39: 5C Pause execution until fade in or fade out is complete CA/4F3A: 6B Load map $000D (Blackjack, upper deck, breaking apart (end of the WoB)) instantly, (upper bits $3400), place party at (15, 7), facing left CA/4F40: 3F Remove character $06 (Actor in stot 6) from the party CA/4F43: 3D Create object $00 CA/4F45: 41 Show object $00 CA/4F47: 3F Assign character $00 (Actor in stot 0) to party 1 CA/4F4A: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/4F4C: D5 Set vehicle/entity's position to (15, 6) CA/4F4F: CF Turn vehicle/entity left CA/4F50: FF End queue CA/4F51: 8D Remove all equipment from character $00 (Actor in stot 0) CA/4F53: 8D Remove all equipment from character $01 (Actor in stot 1) CA/4F55: 8D Remove all equipment from character $02 (Actor in stot 2) CA/4F57: 8D Remove all equipment from character $04 (Actor in stot 4) CA/4F59: 8D Remove all equipment from character $05 (Actor in stot 5) CA/4F5B: 8D Remove all equipment from character $06 (Actor in stot 6) CA/4F5D: 8D Remove all equipment from character $07 (Actor in stot 7) CA/4F5F: 8D Remove all equipment from character $08 (Actor in stot 8) CA/4F61: 8D Remove all equipment from character $09 (Actor in stot 9) CA/4F63: 8D Remove all equipment from character $0A (Actor in stot 10) CA/4F65: 8D Remove all equipment from character $0B (Actor in stot 11) CA/4F67: 8D Remove all equipment from character $0C (Actor in stot 12) CA/4F69: 8D Remove all equipment from character $0D (Actor in stot 13) CA/4F6B: 3F Remove character $01 (Actor in stot 1) from the party CA/4F6E: 3F Remove character $02 (Actor in stot 2) from the party CA/4F71: 3F Remove character $03 (Actor in stot 3) from the party CA/4F74: 3F Remove character $04 (Actor in stot 4) from the party CA/4F77: 3F Remove character $05 (Actor in stot 5) from the party CA/4F7A: 3F Remove character $06 (Actor in stot 6) from the party CA/4F7D: 3F Remove character $07 (Actor in stot 7) from the party CA/4F80: 3F Remove character $08 (Actor in stot 8) from the party CA/4F83: 3F Remove character $09 (Actor in stot 9) from the party CA/4F86: 3F Remove character $0A (Actor in stot 10) from the party CA/4F89: 3F Remove character $0B (Actor in stot 11) from the party CA/4F8C: 3F Remove character $0C (Actor in stot 12) from the party CA/4F8F: 3F Remove character $0D (Actor in stot 13) from the party CA/4F92: 3E Delete object $06 CA/4F94: 3E Delete object $01 CA/4F96: 3E Delete object $02 CA/4F98: 3E Delete object $03 CA/4F9A: 3E Delete object $04 CA/4F9C: 3E Delete object $05 CA/4F9E: 3E Delete object $06 CA/4FA0: 3E Delete object $07 CA/4FA2: 3E Delete object $08 CA/4FA4: 3E Delete object $09 CA/4FA6: 3E Delete object $0A CA/4FA8: 3E Delete object $0B CA/4FAA: 3E Delete object $0C CA/4FAC: 3E Delete object $0D CA/4FAE: 96 Restore screen from fade CA/4FAF: 39 Free screen CA/4FB0: 4B Display dialogue message $0876, wait for button press (At bottom of screen) SETZER: Hang on! CA/4FB3: 55 Flash screen with color component(s) 8 (Blue), at intensity 0 CA/4FB5: 3D Create object $12 CA/4FB7: 3D Create object $1A CA/4FB9: 3D Create object $16 CA/4FBB: 41 Show object $12 CA/4FBD: 41 Show object $1A CA/4FBF: 41 Show object $16 CA/4FC1: 3E Delete object $11 CA/4FC3: 3E Delete object $15 CA/4FC5: 3E Delete object $19 CA/4FC7: C0 If ($1E80($37D) [$1EEF, bit 5] is clear), branch to $CA4FD7 CA/4FCD: 3D Create object $14 CA/4FCF: 41 Show object $14 CA/4FD1: 3E Delete object $13 CA/4FD3: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/4FD5: 09 Do vehicle/entity graphical action $09 (kneeling) CA/4FD6: FF End queue CA/4FD7: F4 Play sound effect 18 CA/4FD9: 58 Shake screen ($FB): (Intensity: 3)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/4FDB: 74 Replace current map's Layer 2 at (15, 3) with the following (10 x 13) chunk CA/4FE0: $6E, $6E, $D1, $00, $00, $00, $00, $00, $00, $B3 CA/4FEA: $00, $00, $27, $7E, $7E, $E1, $00, $00, $00, $00 CA/4FF4: $00, $00, $00, $00, $26, $28, $8B, $9A, $00, $00 CA/4FFE: $00, $00, $00, $00, $00, $00, $00, $00, $00, $8B CA/5008: $8B, $D2, $00, $00, $00, $00, $00, $00, $00, $00 CA/5012: $00, $00, $8B, $D2, $00, $00, $00, $00, $00, $00 CA/501C: $00, $00, $00, $00, $00, $F2, $00, $00, $00, $00 CA/5026: $00, $00, $00, $00, $00, $00, $00, $00, $E6, $00 CA/5030: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/503A: $00, $F6, $00, $00, $00, $00, $00, $00, $00, $00 CA/5044: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/504E: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/5058: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/5062: 74 Replace current map's Layer 2 at (15, 66) with the following (11 x 13) chunk CA/5067: $00, $00, $00, $00, $3A, $D0, $00, $00, $00, $00, $00 CA/5072: $00, $00, $00, $00, $E0, $6F, $B4, $B6, $00, $00, $00 CA/507D: $B3, $00, $00, $27, $00, $00, $F0, $7F, $5A, $39, $8E CA/5088: $8F, $00, $A5, $86, $26, $28, $00, $E2, $FB, $0D, $0D CA/5093: $0D, $9E, $9F, $2D, $2E, $2F, $5F, $91, $00, $00, $60 CA/509E: $8B, $0D, $FC, $8B, $3C, $2C, $3E, $3F, $A0, $A1, $00 CA/50A9: $70, $EC, $8B, $2A, $2B, $3C, $4C, $4D, $4E, $4F, $B0 CA/50B4: $B1, $00, $F1, $47, $48, $B4, $B5, $4C, $52, $53, $85 CA/50BF: $86, $C0, $C1, $00, $E3, $58, $55, $5A, $5B, $5C, $62 CA/50CA: $63, $95, $96, $00, $00, $00, $67, $68, $69, $6A, $6B CA/50D5: $6C, $72, $73, $00, $A6, $A7, $00, $76, $77, $78, $79 CA/50E0: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $87 CA/50EB: $88, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/50F6: 75 Refresh map after alteration CA/50F7: 12 Begin action queue for character $12 (NPC $12), 11 bytes long CA/50F9: DD Make vehicle/entity jump (high) CA/50FA: 82 Move vehicle/entity down 1 tile CA/50FB: 23 Do vehicle/entity graphical action $23 CA/50FC: E0 Pause for 4 * 3 (12) frames CA/50FE: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/50FF: E0 Pause for 4 * 3 (12) frames CA/5101: FC Branch 6 bytes backwards ($CA50FB) CA/5103: FF End queue CA/5104: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/5106: 81 Move vehicle/entity right 1 tile CA/5107: FF End queue CA/5108: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/510A: 1F Do vehicle/entity graphical action $1F CA/510B: FF End queue CA/510C: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long CA/510E: 28 Do vehicle/entity graphical action $28 CA/510F: C7 Set vehicle/entity to stay still when moving CA/5110: A1 Move vehicle/entity right/down 1x1 tiles CA/5111: FF End queue CA/5112: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/5114: CE Turn vehicle/entity down CA/5115: E0 Pause for 4 * 2 (8) frames CA/5117: 82 Move vehicle/entity down 1 tile CA/5118: E0 Pause for 4 * 8 (32) frames CA/511A: 0A Do vehicle/entity graphical action $0A CA/511B: FF End queue CA/511C: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long CA/511E: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/511F: FF End queue CA/5120: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/5122: 1F Do vehicle/entity graphical action $1F CA/5123: E0 Pause for 4 * 3 (12) frames CA/5125: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/5126: FF End queue CA/5127: 5E Scroll Layer 2, speed 2 x 244 CA/512A: 92 Pause for 30 units CA/512B: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/512D: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/512E: FF End queue CA/512F: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/5131: C3 Set vehicle/entity's event speed to fast CA/5132: A7 Move vehicle/entity right/down 1x2 tiles CA/5133: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/5134: FF End queue CA/5135: 18 Begin action queue for character $18 (NPC $18), 5 bytes long CA/5137: C7 Set vehicle/entity to stay still when moving CA/5138: C4 Set vehicle/entity's event speed to faster CA/5139: 17 Do vehicle/entity graphical action $17 CA/513A: 82 Move vehicle/entity down 1 tile CA/513B: FF End queue CA/513C: B5 Pause for 15 * 5 (75) units CA/513E: 18 Begin action queue for character $18 (NPC $18), 11 bytes long CA/5140: 0B Do vehicle/entity graphical action $0B CA/5141: 8E Move vehicle/entity down 4 tiles CA/5142: C2 Set vehicle/entity's event speed to normal CA/5143: DD Make vehicle/entity jump (high) CA/5144: A9 Move vehicle/entity left/down 2x1 tiles CA/5145: 28 Do vehicle/entity graphical action $28 CA/5146: C3 Set vehicle/entity's event speed to fast CA/5147: A2 Move vehicle/entity left/down 1x1 tiles CA/5148: A8 Move vehicle/entity left/down 1x2 tiles CA/5149: D1 Make vehicle/entity disappear CA/514A: FF End queue CA/514B: 92 Pause for 30 units CA/514C: 38 Hold screen CA/514D: F4 Play sound effect 18 CA/514F: B3 Call subroutine $CAD033, 2 times CA/5154: 17 Begin action queue for character $17 (NPC $17), 11 bytes long CA/5156: C7 Set vehicle/entity to stay still when moving CA/5157: 0B Do vehicle/entity graphical action $0B CA/5158: C4 Set vehicle/entity's event speed to faster CA/5159: 8D Move vehicle/entity right 4 tiles CA/515A: A6 Move vehicle/entity right/down 2x1 tiles CA/515B: A1 Move vehicle/entity right/down 1x1 tiles CA/515C: A7 Move vehicle/entity right/down 1x2 tiles CA/515D: A7 Move vehicle/entity right/down 1x2 tiles CA/515E: 8E Move vehicle/entity down 4 tiles CA/515F: D1 Make vehicle/entity disappear CA/5160: FF End queue CA/5161: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/5163: C7 Set vehicle/entity to stay still when moving CA/5164: 17 Do vehicle/entity graphical action $17 CA/5165: C4 Set vehicle/entity's event speed to faster CA/5166: A1 Move vehicle/entity right/down 1x1 tiles CA/5167: A7 Move vehicle/entity right/down 1x2 tiles CA/5168: 92 Move vehicle/entity down 5 tiles CA/5169: D1 Make vehicle/entity disappear CA/516A: FF End queue CA/516B: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long CA/516D: C2 Set vehicle/entity's event speed to normal CA/516E: C7 Set vehicle/entity to stay still when moving CA/516F: 0B Do vehicle/entity graphical action $0B CA/5170: 81 Move vehicle/entity right 1 tile CA/5171: C4 Set vehicle/entity's event speed to faster CA/5172: 17 Do vehicle/entity graphical action $17 CA/5173: 86 Move vehicle/entity down 2 tiles CA/5174: FF End queue CA/5175: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CA/5177: A6 Move vehicle/entity right/down 2x1 tiles CA/5178: 28 Do vehicle/entity graphical action $28 CA/5179: FF End queue CA/517A: 91 Pause for 15 units CA/517B: F4 Play sound effect 18 CA/517D: B2 Call subroutine $CAD033 CA/5181: C0 If ($1E80($37D) [$1EEF, bit 5] is clear), branch to $CA5189 CA/5187: 3E Delete object $14 CA/5189: 1B Begin action queue for character $1B (NPC $1B), 11 bytes long (Wait until complete) CA/518B: C4 Set vehicle/entity's event speed to faster CA/518C: 95 Move vehicle/entity right 6 tiles CA/518D: A6 Move vehicle/entity right/down 2x1 tiles CA/518E: A6 Move vehicle/entity right/down 2x1 tiles CA/518F: A1 Move vehicle/entity right/down 1x1 tiles CA/5190: A1 Move vehicle/entity right/down 1x1 tiles CA/5191: A7 Move vehicle/entity right/down 1x2 tiles CA/5192: A7 Move vehicle/entity right/down 1x2 tiles CA/5193: 8A Move vehicle/entity down 3 tiles CA/5194: D1 Make vehicle/entity disappear CA/5195: FF End queue CA/5196: 92 Pause for 30 units CA/5197: 5E Scroll Layer 2, speed 0 x 0 CA/519A: F4 Play sound effect 18 CA/519C: B3 Call subroutine $CAD033, 3 times CA/51A1: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long CA/51A3: 9E Move vehicle/entity down 8 tiles CA/51A4: C6 Set vehicle/entity to walk when moving CA/51A5: D1 Make vehicle/entity disappear CA/51A6: FF End queue CA/51A7: 1C Begin action queue for character $1C (NPC $1C), 8 bytes long (Wait until complete) CA/51A9: 0B Do vehicle/entity graphical action $0B CA/51AA: C7 Set vehicle/entity to stay still when moving CA/51AB: DD Make vehicle/entity jump (high) CA/51AC: 82 Move vehicle/entity down 1 tile CA/51AD: C4 Set vehicle/entity's event speed to faster CA/51AE: 9A Move vehicle/entity down 7 tiles CA/51AF: D1 Make vehicle/entity disappear CA/51B0: FF End queue CA/51B1: 91 Pause for 15 units CA/51B2: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (96, 119), facing up, party is in the airship CA/51B8: F8 Show part of world getting blown up CA/51B9: D2 Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 16), mode $00 CA/51BF: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/51C1: F2 Fade out current song with transition time 240 CA/51C3: AD Show world getting torn apart CA/51C4: 6B Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)) instantly, (upper bits $2400), place party at (8, 16), facing down CA/51CA: 48 Display dialogue message $0877, continue executing commands (Show text only) On that day, the world was changed forever… CA/51CD: B5 Pause for 15 * 8 (120) units CA/51CF: 59 Unfade screen at speed $08 CA/51D1: B5 Pause for 15 * 32 (480) units CA/51D3: 5A Fade screen at speed $08 CA/51D5: 5C Pause execution until fade in or fade out is complete CA/51D6: EF Play song 57 (Wind), (high bit clear) volume 0.000000% CA/51D9: F6 Subcommand $81: Change volume of currently playing song to $80, transition time 255 CA/51DD: B5 Pause for 15 * 64 (960) units CA/51DF: 3D Create object $06 CA/51E1: 3F Assign character $06 (Actor in stot 6) to party 1 CA/51E4: 3F Remove character $00 (Actor in stot 0) from the party CA/51E7: 3E Delete object $00 CA/51E9: 6B Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (74, 22), facing up, party is in the airship CA/51EF: D1 Hide vehicle CA/51F0: DD Hide mini-map CA/51F1: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CA/51F4: C2 Set vehicle's propulsion direction to $001E (30 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/51F7: C6 Propel vehicle at speed $0096 CA/51FA: E0 Pause for 255 units CA/51FC: E0 Pause for 48 units CA/51FE: D2 Load map $018E (Solitary Island, beach with fish), position (07, 07), mode $40 CA/5204: F2 Fade out current song with transition time 32 CA/5206: 59 Unfade screen at speed $04 CA/5208: 95 Pause for 120 units CA/5209: F0 Play song 58 (Windy Shores), (high bit clear), full volume CA/520B: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/520D: B5 Pause for 15 * 24 (360) units CA/520F: 6A Load map $018C (Solitary Island, outside house) after fade out, (upper bits $2400), place party at (7, 8), facing down CA/5215: B5 Pause for 15 * 32 (480) units CA/5217: 6A Load map $018D (Solitary Island, inside house) after fade out, (upper bits $2400), place party at (100, 38), facing down CA/521D: B2 Call subroutine $CACB95 CA/5221: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/5223: D5 Set vehicle/entity's position to (100, 38) CA/5226: CE Turn vehicle/entity down CA/5227: FF End queue CA/5228: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CA/522A: D5 Set vehicle/entity's position to (100, 46) CA/522D: C8 Set object layering priority to 0 (low nibble 0) CA/522F: FF End queue CA/5230: 39 Free screen CA/5231: 59 Unfade screen at speed $04 CA/5233: B5 Pause for 15 * 48 (720) units CA/5235: F4 Play sound effect 44 CA/5237: 94 Pause for 60 units CA/5238: 10 Begin action queue for character $10 (NPC $10), 25 bytes long CA/523A: 90 Move vehicle/entity up 5 tiles CA/523B: E0 Pause for 4 * 8 (32) frames CA/523D: 83 Move vehicle/entity left 1 tile CA/523E: 88 Move vehicle/entity up 3 tiles CA/523F: 8B Move vehicle/entity left 3 tiles CA/5240: CC Turn vehicle/entity up CA/5241: E0 Pause for 4 * 16 (64) frames CA/5243: CD Turn vehicle/entity right CA/5244: E0 Pause for 4 * 16 (64) frames CA/5246: C2 Set vehicle/entity's event speed to normal CA/5247: 89 Move vehicle/entity right 3 tiles CA/5248: E0 Pause for 4 * 26 (104) frames CA/524A: CE Turn vehicle/entity down CA/524B: E0 Pause for 4 * 8 (32) frames CA/524D: C1 Set vehicle/entity's event speed to slow CA/524E: 8B Move vehicle/entity left 3 tiles CA/524F: C8 Set object layering priority to 1 (low nibble 1) CA/5251: 82 Move vehicle/entity down 1 tile CA/5252: FF End queue CA/5253: 35 Pause execution until action queue for object $10 (NPC $10) is complete CA/5255: 95 Pause for 120 units CA/5256: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/5258: 20 Do vehicle/entity graphical action $20 CA/5259: E0 Pause for 4 * 1 (4) frames CA/525B: CE Turn vehicle/entity down CA/525C: FF End queue CA/525D: B5 Pause for 15 * 16 (240) units CA/525F: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/5261: C0 Set vehicle/entity's event speed to slowest CA/5262: 83 Move vehicle/entity left 1 tile CA/5263: CE Turn vehicle/entity down CA/5264: FF End queue CA/5265: B5 Pause for 15 * 16 (240) units CA/5267: B3 Call subroutine $CAC7FE, 2 times CA/526C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/526E: CD Turn vehicle/entity right CA/526F: FF End queue CA/5270: B5 Pause for 15 * 10 (150) units CA/5272: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/5274: CF Turn vehicle/entity left CA/5275: FF End queue CA/5276: B5 Pause for 15 * 16 (240) units CA/5278: 4B Display dialogue message $0878, wait for button press CID: CELES…at last…! CA/527B: 92 Pause for 30 units CA/527C: 10 Begin action queue for character $10 (NPC $10), 6 bytes long (Wait until complete) CA/527E: C2 Set vehicle/entity's event speed to normal CA/527F: 80 Move vehicle/entity up 1 tile CA/5280: C8 Set object layering priority to 0 (low nibble 0) CA/5282: 85 Move vehicle/entity right 2 tiles CA/5283: FF End queue CA/5284: 4B Display dialogue message $0878, wait for button press CID: CELES…at last…! CA/5287: 94 Pause for 60 units CA/5288: B3 Call subroutine $CAC807, 2 times CA/528D: 4B Display dialogue message $0879, wait for button press CID: You're finally awake! CELES: I…feel like I've been sleeping for ever… CID: For one year, actually… I thought you were out for good. CELES: A whole year… You've watched over me the whole time? CA/5290: 92 Pause for 30 units CA/5291: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/5293: CE Turn vehicle/entity down CA/5294: FF End queue CA/5295: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/5297: C1 Set vehicle/entity's event speed to slow CA/5298: 82 Move vehicle/entity down 1 tile CA/5299: 81 Move vehicle/entity right 1 tile CA/529A: 86 Move vehicle/entity down 2 tiles CA/529B: FF End queue CA/529C: 4B Display dialogue message $087A, wait for button press CID: Yes, and I'm about out of energy. CA/529F: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/52A1: CF Turn vehicle/entity left CA/52A2: E0 Pause for 4 * 6 (24) frames CA/52A4: CC Turn vehicle/entity up CA/52A5: FF End queue CA/52A6: B5 Pause for 15 * 10 (150) units CA/52A8: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/52AA: CD Turn vehicle/entity right CA/52AB: FF End queue CA/52AC: 94 Pause for 60 units CA/52AD: 4B Display dialogue message $087B, wait for button press CID: We're on a tiny, deserted island. After the world crumbled, I awoke to find us here together with… …a few strangers. CELES: The world…! So, it wasn't just a dream. CA/52B0: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/52B2: CE Turn vehicle/entity down CA/52B3: FF End queue CA/52B4: 92 Pause for 30 units CA/52B5: 4B Display dialogue message $087C, wait for button press CELES: Where are my friends? Where's LOCKE…? CID: I don't know. I only know we're here… Maybe we're the only people left alive… CID: Since that day, the world's continued its slide into ruin. Animals and plants are dying… The few others who washed up here with us passed away of boredom and despair. CA/52B8: 93 Pause for 45 units CA/52B9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/52BB: 20 Do vehicle/entity graphical action $20 CA/52BC: FF End queue CA/52BD: 94 Pause for 60 units CA/52BE: 4B Display dialogue message $087D, wait for button press CELES: My friends… they're probably all gone… CA/52C1: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/52C3: 84 Move vehicle/entity up 2 tiles CA/52C4: FF End queue CA/52C5: 4B Display dialogue message $087E, wait for button press CID: CELES…you're the closest thing to family that I have…we could just live out our lives here peacefully… CELES: I suppose so, Cid… Or should I say, Granddad?! May I call you that? CID: Gramps, eh? I'm overwhelmed! All of a sudden I have a granddaughter! Cough… Wheeze… CELES: My long-lost Granddad… CA/52C8: 92 Pause for 30 units CA/52C9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/52CB: CE Turn vehicle/entity down CA/52CC: FF End queue CA/52CD: 92 Pause for 30 units CA/52CE: 4B Display dialogue message $087F, wait for button press CID: Ha, ha…hack…cough! CELES: Hey, are you hungry? CID: I…haven't eaten in 3 or so days, ever since I became ill. CELES: What would you like? CID: Well, unless I ask for fish, I won't get anything! That's all there is here! CELES: I'll go catch some. CA/52D1: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/52D3: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/52D5: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long CA/52D7: C1 Set vehicle/entity's event speed to slow CA/52D8: C7 Set vehicle/entity to stay still when moving CA/52D9: CD Turn vehicle/entity right CA/52DA: 83 Move vehicle/entity left 1 tile CA/52DB: C6 Set vehicle/entity to walk when moving CA/52DC: FF End queue CA/52DD: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/52DF: 80 Move vehicle/entity up 1 tile CA/52E0: E0 Pause for 4 * 6 (24) frames CA/52E2: CF Turn vehicle/entity left CA/52E3: FF End queue CA/52E4: 94 Pause for 60 units CA/52E5: 10 Begin action queue for character $10 (NPC $10), 6 bytes long CA/52E7: C7 Set vehicle/entity to stay still when moving CA/52E8: 81 Move vehicle/entity right 1 tile CA/52E9: E0 Pause for 4 * 8 (32) frames CA/52EB: CE Turn vehicle/entity down CA/52EC: FF End queue CA/52ED: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/52EF: 81 Move vehicle/entity right 1 tile CA/52F0: E0 Pause for 4 * 32 (128) frames CA/52F2: CE Turn vehicle/entity down CA/52F3: FF End queue CA/52F4: D0 Set event bit $1E80($0A4) [$1E94, bit 4] CA/52F6: 6C Set parent map to $0001 (World of Ruin), parent coordinates to (76, 0), facing up CA/52FC: E8 Set word $1FC2($07) [$1FD0] to $0078 CA/5300: B2 Call subroutine $CA534A CA/5304: 77 Perform level averaging on character $06 (CELES ) and calculate new maximum HP/MP CA/5306: 8B For character $06 (Actor in stot 6), take HP and set to maximum CA/5309: 8C For character $06 (Actor in stot 6), take MP and set to maximum CA/530C: 88 Remove the following status ailments from character $06 (Actor in stot 6): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CA/5310: D5 Clear event bit $1E80($2F0) [$1EDE, bit 0] CA/5312: D5 Clear event bit $1E80($2F1) [$1EDE, bit 1] CA/5314: D5 Clear event bit $1E80($2F2) [$1EDE, bit 2] CA/5316: D5 Clear event bit $1E80($2F3) [$1EDE, bit 3] CA/5318: D5 Clear event bit $1E80($2F4) [$1EDE, bit 4] CA/531A: D5 Clear event bit $1E80($2F5) [$1EDE, bit 5] CA/531C: D5 Clear event bit $1E80($2F7) [$1EDE, bit 7] CA/531E: D5 Clear event bit $1E80($2F8) [$1EDF, bit 0] CA/5320: D5 Clear event bit $1E80($2F9) [$1EDF, bit 1] CA/5322: D5 Clear event bit $1E80($2FA) [$1EDF, bit 2] CA/5324: D5 Clear event bit $1E80($2FB) [$1EDF, bit 3] CA/5326: D5 Clear event bit $1E80($2FC) [$1EDF, bit 4] CA/5328: D5 Clear event bit $1E80($2FD) [$1EDF, bit 5] CA/532A: D3 Clear event bit $1E80($1B9) [$1EB7, bit 1] CA/532C: B2 Call subroutine $CCE4D9 CA/5330: B2 Call subroutine $CB69B5 CA/5334: B2 Call subroutine $CB4B4B CA/5338: A0 Set timer 0 to $0040 [0m: 01s: 04j], jump to subroutine $CA533F if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/533E: FE Return CA/533F: EA Decrement word $1FC2($07) [$1FD0] by $0001 CA/5343: A0 Set timer 0 to $0040 [0m: 01s: 04j], jump to subroutine $CA533F if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/5349: FE Return CA/534A: D7 Clear event bit $1E80($369) [$1EED, bit 1] CA/534C: D7 Clear event bit $1E80($36A) [$1EED, bit 2] CA/534E: D7 Clear event bit $1E80($36B) [$1EED, bit 3] CA/5350: D7 Clear event bit $1E80($36C) [$1EED, bit 4] CA/5352: BD Pseudo-randomly jump to $CA5358 50% of the time CA/5356: D6 Set event bit $1E80($369) [$1EED, bit 1] CA/5358: BD Pseudo-randomly jump to $CA535E 50% of the time CA/535C: D6 Set event bit $1E80($36A) [$1EED, bit 2] CA/535E: BD Pseudo-randomly jump to $CA5364 50% of the time CA/5362: D6 Set event bit $1E80($36B) [$1EED, bit 3] CA/5364: BD Pseudo-randomly jump to $CA536A 50% of the time CA/5368: D6 Set event bit $1E80($36C) [$1EED, bit 4] CA/536A: FE Return CA/536B: F4 Play sound effect 192 CA/536D: FB Apply a special effect (wow effect?) to the currently playing sound effect CA/536E: 94 Pause for 60 units CA/536F: FE Return CA/5370: B2 Call subroutine $CA534A CA/5374: C0 If ($1E80($0B3) [$1E96, bit 3] is set), branch to $CA5713 CA/537A: C0 If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5419 CA/5380: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/5386: CB If ($1E80($1D2) [$1EBA, bit 2] is clear) and ($1E80($1D3) [$1EBA, bit 3] is clear) and ($1E80($1D4) [$1EBA, bit 4] is clear) and ($1E80($1D5) [$1EBA, bit 5] is clear), branch to $CA53C5 CA/5392: C0 If ($1E80($1D2) [$1EBA, bit 2] is clear), branch to $CA539E CA/5398: D3 Clear event bit $1E80($1D2) [$1EBA, bit 2] CA/539A: E9 Increment word $1FC2($07) [$1FD0] by $0020 CA/539E: C0 If ($1E80($1D3) [$1EBA, bit 3] is clear), branch to $CA53AA CA/53A4: D3 Clear event bit $1E80($1D3) [$1EBA, bit 3] CA/53A6: E9 Increment word $1FC2($07) [$1FD0] by $0010 CA/53AA: C0 If ($1E80($1D4) [$1EBA, bit 4] is clear), branch to $CA53B6 CA/53B0: D3 Clear event bit $1E80($1D4) [$1EBA, bit 4] CA/53B2: EA Decrement word $1FC2($07) [$1FD0] by $0004 CA/53B6: C0 If ($1E80($1D5) [$1EBA, bit 5] is clear), branch to $CA53C2 CA/53BC: D3 Clear event bit $1E80($1D5) [$1EBA, bit 5] CA/53BE: EA Decrement word $1FC2($07) [$1FD0] by $0010 CA/53C2: 4B Display dialogue message $088A, wait for button press CELES: Granddad, here's a fish! Eat up! CID: Oh! Yum… Chomp, munch, chew… CA/53C5: EB Compare word $1FC2($07) [$1FD0] to $0100, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53C9: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5713 CA/53CF: EB Compare word $1FC2($07) [$1FD0] to $00E6, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53D3: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5746 CA/53D9: EB Compare word $1FC2($07) [$1FD0] to $00C8, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53DD: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA574A CA/53E3: EB Compare word $1FC2($07) [$1FD0] to $00A0, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53E7: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA574E CA/53ED: EB Compare word $1FC2($07) [$1FD0] to $0078, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53F1: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5752 CA/53F7: EB Compare word $1FC2($07) [$1FD0] to $005A, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/53FB: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA5756 CA/5401: EB Compare word $1FC2($07) [$1FD0] to $003C, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/5405: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA575A CA/540B: EB Compare word $1FC2($07) [$1FD0] to $001E, set $1A0 for equal to, $1A1 for greater than, $1A2 for less than CA/540F: C0 If ($1E80($1A1) [$1EB4, bit 1] is set), branch to $CA575E CA/5415: 4B Display dialogue message $0888, wait for button press CID: Good-bye… CA/5418: FE Return CA/5419: 4B Display dialogue message $0889, wait for button press …… CA/541C: C0 If ($1E80($0B2) [$1E96, bit 2] is set), branch to $CA5EB3 (simply returns) CA/5422: D0 Set event bit $1E80($0B2) [$1E96, bit 2] CA/5424: A1 Reset timer 0 CA/5426: B2 Call subroutine $CACA8D CA/542A: 4B Display dialogue message $088C, wait for button press CELES: Granddad. You have to eat, or else… W…what's the matter? CA/542D: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/542F: C2 Set vehicle/entity's event speed to normal CA/5430: 83 Move vehicle/entity left 1 tile CA/5431: 80 Move vehicle/entity up 1 tile CA/5432: CD Turn vehicle/entity right CA/5433: FF End queue CA/5434: 95 Pause for 120 units CA/5435: B3 Call subroutine $CAC810, 2 times CA/543A: 92 Pause for 30 units CA/543B: 4B Display dialogue message $088D, wait for button press CELES: Cid… CA/543E: F0 Play song 18 (Celes), (high bit clear), full volume CA/5440: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/5442: C7 Set vehicle/entity to stay still when moving CA/5443: C0 Set vehicle/entity's event speed to slowest CA/5444: 83 Move vehicle/entity left 1 tile CA/5445: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/5446: E0 Pause for 4 * 24 (96) frames CA/5448: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/5449: FF End queue CA/544A: B5 Pause for 15 * 10 (150) units CA/544C: 4B Display dialogue message $088E, wait for button press CELES: No…NO!! You promised you'd stay here with me!! CA/544F: B5 Pause for 15 * 6 (90) units CA/5451: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/5453: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/5454: E0 Pause for 4 * 1 (4) frames CA/5456: CD Turn vehicle/entity right CA/5457: E0 Pause for 4 * 2 (8) frames CA/5459: C6 Set vehicle/entity to walk when moving CA/545A: C2 Set vehicle/entity's event speed to normal CA/545B: A1 Move vehicle/entity right/down 1x1 tiles CA/545C: 81 Move vehicle/entity right 1 tile CA/545D: CC Turn vehicle/entity up CA/545E: FF End queue CA/545F: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CA/5461: 1B Do vehicle/entity graphical action $1B CA/5462: E0 Pause for 4 * 1 (4) frames CA/5464: 1C Do vehicle/entity graphical action $1C CA/5465: E0 Pause for 4 * 1 (4) frames CA/5467: FC Branch 6 bytes backwards ($CA5461) CA/5469: FF End queue CA/546A: 4B Display dialogue message $088F, wait for button press CELES: Granddad, ANSWER ME! Tell me you're just joking! CA/546D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/546F: 21 Do vehicle/entity graphical action $21 CA/5470: FF End queue CA/5471: 95 Pause for 120 units CA/5472: 38 Hold screen CA/5473: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long CA/5475: 4B Do vehicle/entity graphical action $0B, flipped horizontally CA/5476: C7 Set vehicle/entity to stay still when moving CA/5477: C0 Set vehicle/entity's event speed to slowest CA/5478: A2 Move vehicle/entity left/down 1x1 tiles CA/5479: FF End queue CA/547A: 3D Create object $14 CA/547C: 41 Show object $14 CA/547E: 45 Refresh objects CA/547F: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/5481: A0 Move vehicle/entity right/up 1x1 tiles CA/5482: D1 Make vehicle/entity disappear CA/5483: FF End queue CA/5484: B4 Pause for 26 units CA/5486: 3D Create object $15 CA/5488: 41 Show object $15 CA/548A: 45 Refresh objects CA/548B: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/548D: A0 Move vehicle/entity right/up 1x1 tiles CA/548E: D1 Make vehicle/entity disappear CA/548F: FF End queue CA/5490: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/5492: 91 Pause for 15 units CA/5493: 31 Begin action queue for character $31 (Party Character 0), 6 bytes long (Wait until complete) CA/5495: C6 Set vehicle/entity to walk when moving CA/5496: C3 Set vehicle/entity's event speed to fast CA/5497: 86 Move vehicle/entity down 2 tiles CA/5498: A7 Move vehicle/entity right/down 1x2 tiles CA/5499: 86 Move vehicle/entity down 2 tiles CA/549A: FF End queue CA/549B: 94 Pause for 60 units CA/549C: 39 Free screen CA/549D: D6 Set event bit $1E80($370) [$1EEE, bit 0] CA/549F: D7 Clear event bit $1E80($371) [$1EEE, bit 1] CA/54A1: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/54A3: 6C Set parent map to $0001 (World of Ruin), parent coordinates to (73, 0), facing right CA/54A9: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (75, 240), facing up, flags $00 CA/54AF: C1 Set vehicle/entity's event speed to slow CA/54B0: 83 Move vehicle/entity left 1 tile CA/54B1: 9C Move vehicle/entity up 8 tiles CA/54B2: 80 Move vehicle/entity up 1 tile CA/54B3: D2 Load map $018F (Solitary Island, north cliffs), position (12, 25), mode $80 CA/54B9: FE Return CA/54BA: 4B Display dialogue message $0893, wait for button press (Show text only) (At bottom of screen) CID: Those others who were here… when they were feeling down they'd take a leap of faith from the cliffs up north…perked 'em right up! CA/54BD: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/54BF: C1 Set vehicle/entity's event speed to slow CA/54C0: FF End queue CA/54C1: B2 Call subroutine $CACAD9 CA/54C5: B5 Pause for 15 * 10 (150) units CA/54C7: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/54C9: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/54CA: E0 Pause for 4 * 16 (64) frames CA/54CC: C7 Set vehicle/entity to stay still when moving CA/54CD: C1 Set vehicle/entity's event speed to slow CA/54CE: 83 Move vehicle/entity left 1 tile CA/54CF: C6 Set vehicle/entity to walk when moving CA/54D0: FF End queue CA/54D1: 95 Pause for 120 units CA/54D2: 4B Display dialogue message $0894, wait for button press CELES: Everyone's gone… Even LOCKE, who promised to watch over me… The world's slowly ebbing away… CA/54D5: B5 Pause for 15 * 16 (240) units CA/54D7: 31 Begin action queue for character $31 (Party Character 0), 17 bytes long (Wait until complete) CA/54D9: 20 Do vehicle/entity graphical action $20 CA/54DA: E0 Pause for 4 * 24 (96) frames CA/54DC: 23 Do vehicle/entity graphical action $23 CA/54DD: E0 Pause for 4 * 32 (128) frames CA/54DF: 83 Move vehicle/entity left 1 tile CA/54E0: E0 Pause for 4 * 32 (128) frames CA/54E2: 15 Do vehicle/entity graphical action $15 CA/54E3: E0 Pause for 4 * 96 (384) frames CA/54E5: 22 Do vehicle/entity graphical action $22 CA/54E6: E0 Pause for 4 * 1 (4) frames CA/54E8: 09 Do vehicle/entity graphical action $09 (kneeling) CA/54E9: FF End queue CA/54EA: 91 Pause for 15 units CA/54EB: B0 Execute the following commands until $B1 31 times CA/54ED: 51 Modify background color range from [50, 5F]: Do (Black) at intensity 3 CA/54F1: B4 Pause for 1 units CA/54F3: B1 End block of repeating commands CA/54F4: 38 Hold screen CA/54F5: 31 Begin action queue for character $31 (Party Character 0), 17 bytes long CA/54F7: 4B Do vehicle/entity graphical action $0B, flipped horizontally CA/54F8: C7 Set vehicle/entity to stay still when moving CA/54F9: C0 Set vehicle/entity's event speed to slowest CA/54FA: A2 Move vehicle/entity left/down 1x1 tiles CA/54FB: A8 Move vehicle/entity left/down 1x2 tiles CA/54FC: A8 Move vehicle/entity left/down 1x2 tiles CA/54FD: C1 Set vehicle/entity's event speed to slow CA/54FE: A8 Move vehicle/entity left/down 1x2 tiles CA/54FF: C2 Set vehicle/entity's event speed to normal CA/5500: A8 Move vehicle/entity left/down 1x2 tiles CA/5501: C3 Set vehicle/entity's event speed to fast CA/5502: A8 Move vehicle/entity left/down 1x2 tiles CA/5503: A8 Move vehicle/entity left/down 1x2 tiles CA/5504: C4 Set vehicle/entity's event speed to faster CA/5505: A8 Move vehicle/entity left/down 1x2 tiles CA/5506: A8 Move vehicle/entity left/down 1x2 tiles CA/5507: FF End queue CA/5508: 95 Pause for 120 units CA/5509: 3D Create object $11 CA/550B: 41 Show object $11 CA/550D: 45 Refresh objects CA/550E: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/5510: A0 Move vehicle/entity right/up 1x1 tiles CA/5511: D1 Make vehicle/entity disappear CA/5512: FF End queue CA/5513: B4 Pause for 29 units CA/5515: 3D Create object $12 CA/5517: 41 Show object $12 CA/5519: 45 Refresh objects CA/551A: 12 Begin action queue for character $12 (NPC $12), 3 bytes long CA/551C: A0 Move vehicle/entity right/up 1x1 tiles CA/551D: D1 Make vehicle/entity disappear CA/551E: FF End queue CA/551F: 92 Pause for 30 units CA/5520: 30 Begin action queue for character $30 (Camera), 9 bytes long CA/5522: C1 Set vehicle/entity's event speed to slow CA/5523: 86 Move vehicle/entity down 2 tiles CA/5524: C2 Set vehicle/entity's event speed to normal CA/5525: 8A Move vehicle/entity down 3 tiles CA/5526: C1 Set vehicle/entity's event speed to slow CA/5527: 86 Move vehicle/entity down 2 tiles CA/5528: C0 Set vehicle/entity's event speed to slowest CA/5529: 82 Move vehicle/entity down 1 tile CA/552A: FF End queue CA/552B: B5 Pause for 15 * 6 (90) units CA/552D: 3D Create object $13 CA/552F: 41 Show object $13 CA/5531: 45 Refresh objects CA/5532: 13 Begin action queue for character $13 (NPC $13), 3 bytes long CA/5534: A4 Move vehicle/entity right/up 1x2 tiles CA/5535: D1 Make vehicle/entity disappear CA/5536: FF End queue CA/5537: B4 Pause for 29 units CA/5539: 3D Create object $14 CA/553B: 41 Show object $14 CA/553D: 45 Refresh objects CA/553E: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/5540: A0 Move vehicle/entity right/up 1x1 tiles CA/5541: D1 Make vehicle/entity disappear CA/5542: FF End queue CA/5543: 35 Pause execution until action queue for object $30 (Camera) is complete CA/5545: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/5547: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/5549: F2 Fade out current song with transition time 160 CA/554B: 5A Fade screen at speed $02 CA/554D: B5 Pause for 15 * 48 (720) units CA/554F: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/5551: D7 Clear event bit $1E80($369) [$1EED, bit 1] CA/5553: D7 Clear event bit $1E80($36A) [$1EED, bit 2] CA/5555: D7 Clear event bit $1E80($36B) [$1EED, bit 3] CA/5557: D7 Clear event bit $1E80($36C) [$1EED, bit 4] CA/5559: 39 Free screen CA/555A: 6B Load map $0190 (Solitary Island, beach w/o fish (Celes fails suicide / Celes rafts away)) instantly, (upper bits $0400), place party at (10, 9), facing up CA/5560: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long CA/5562: 28 Do vehicle/entity graphical action $28 CA/5563: C6 Set vehicle/entity to walk when moving CA/5564: FF End queue CA/5565: B5 Pause for 15 * 24 (360) units CA/5567: 59 Unfade screen at speed $02 CA/5569: B5 Pause for 15 * 48 (720) units CA/556B: 3D Create object $12 CA/556D: 41 Show object $12 CA/556F: 12 Begin action queue for character $12 (NPC $12), 6 bytes long (Wait until complete) CA/5571: A9 Move vehicle/entity left/down 2x1 tiles CA/5572: A9 Move vehicle/entity left/down 2x1 tiles CA/5573: A9 Move vehicle/entity left/down 2x1 tiles CA/5574: C2 Set vehicle/entity's event speed to normal CA/5575: A9 Move vehicle/entity left/down 2x1 tiles CA/5576: FF End queue CA/5577: 3D Create object $13 CA/5579: 41 Show object $13 CA/557B: 42 Hide object $12 CA/557D: 95 Pause for 120 units CA/557E: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/5580: DC Make vehicle/entity jump (low) CA/5581: 81 Move vehicle/entity right 1 tile CA/5582: FF End queue CA/5583: B5 Pause for 15 * 16 (240) units CA/5585: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/5587: 09 Do vehicle/entity graphical action $09 (kneeling) CA/5588: FF End queue CA/5589: 95 Pause for 120 units CA/558A: 4B Display dialogue message $0895, wait for button press CELES: Phew… Why did you nurse me back to health? Did I ever ask you to help me?! CA/558D: 94 Pause for 60 units CA/558E: F0 Play song 14 (Forever Rachel), (high bit clear), full volume CA/5590: 3D Create object $15 CA/5592: 41 Show object $15 CA/5594: 45 Refresh objects CA/5595: 15 Begin action queue for character $15 (NPC $15), 5 bytes long (Wait until complete) CA/5597: DD Make vehicle/entity jump (high) CA/5598: CE Turn vehicle/entity down CA/5599: E0 Pause for 4 * 8 (32) frames CA/559B: FF End queue CA/559C: 42 Hide object $15 CA/559E: 94 Pause for 60 units CA/559F: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/55A1: 22 Do vehicle/entity graphical action $22 CA/55A2: FF End queue CA/55A3: 93 Pause for 45 units CA/55A4: B3 Call subroutine $CAC807, 3 times CA/55A9: 94 Pause for 60 units CA/55AA: B2 Call subroutine $CACAD9 CA/55AE: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/55B0: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/55B1: FF End queue CA/55B2: 4B Display dialogue message $0896, wait for button press CELES: A bandana??? No…it can't be… CELES: Hey, you! Where'd you get this?! Is the person who healed you still alive? Answer me! CA/55B5: 42 Hide object $13 CA/55B7: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/55B9: CC Turn vehicle/entity up CA/55BA: FF End queue CA/55BB: 14 Begin action queue for character $14 (NPC $14), 10 bytes long (Wait until complete) CA/55BD: D5 Set vehicle/entity's position to (9, 9) CA/55C0: AB Move vehicle/entity left/up 1x2 tiles CA/55C1: AB Move vehicle/entity left/up 1x2 tiles CA/55C2: AB Move vehicle/entity left/up 1x2 tiles CA/55C3: AB Move vehicle/entity left/up 1x2 tiles CA/55C4: 88 Move vehicle/entity up 3 tiles CA/55C5: D1 Make vehicle/entity disappear CA/55C6: FF End queue CA/55C7: B5 Pause for 15 * 16 (240) units CA/55C9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/55CB: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/55CC: FF End queue CA/55CD: B5 Pause for 15 * 6 (90) units CA/55CF: 4B Display dialogue message $0897, wait for button press CELES: He's alive… LOCKE's still alive!!! CA/55D2: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/55D4: D6 Set event bit $1E80($372) [$1EEE, bit 2] CA/55D6: D7 Clear event bit $1E80($368) [$1EED, bit 0] CA/55D8: D7 Clear event bit $1E80($370) [$1EEE, bit 0] CA/55DA: B2 Call subroutine $CAC8E1 CA/55DE: 6C Set parent map to $0001 (World of Ruin), parent coordinates to (76, 0), facing up CA/55E4: FE Return CA/55E5: 4B Display dialogue message $0898, wait for button press (Show text only) You need to leave! The others are surely waiting for you! Find the stairs next to the stove. Down them lies your road to freedom. Love, Granddad CA/55E8: FE Return CA/55E9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/55EB: 10 Do vehicle/entity graphical action $10 CA/55EC: FF End queue CA/55ED: F4 Play sound effect 141 CA/55EF: 86 Give esper $3F (Palidor ) to party CA/55F1: 3E Delete object $15 CA/55F3: 4B Display dialogue message $091A, wait for button press Received the Magicite “Palidor”! CA/55F6: D7 Clear event bit $1E80($39B) [$1EF3, bit 3] CA/55F8: FE Return CA/55F9: B2 Call subroutine $CAC8E1 CA/55FD: FE Return CA/55FE: A2 Command $A2 CA/55FF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/5601: C1 Set vehicle/entity's event speed to slow CA/5602: FF End queue CA/5603: B2 Call subroutine $CACAB3 CA/5607: C0 If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5633 CA/560D: 3D Create object $10 CA/560F: 41 Show object $10 CA/5611: 10 Begin action queue for character $10 (NPC $10), 8 bytes long (Wait until complete) CA/5613: C8 Set object layering priority to 3 (low nibble 3) CA/5615: D5 Set vehicle/entity's position to (87, 48) CA/5618: 83 Move vehicle/entity left 1 tile CA/5619: CE Turn vehicle/entity down CA/561A: FF End queue CA/561B: 94 Pause for 60 units CA/561C: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/561E: 80 Move vehicle/entity up 1 tile CA/561F: FF End queue CA/5620: 4B Display dialogue message $0891, wait for button press (At bottom of screen) CELES: Granddad. CID: CELES… You must leave this place. You have to find your friends! CELES: I know… But I'll bring 'em all back to meet you! CID: That LOCKE fellow, too, no doubt… CA/5623: 94 Pause for 60 units CA/5624: F0 Play song 52 (The Day After), (high bit clear), full volume CA/5626: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/5628: 21 Do vehicle/entity graphical action $21 CA/5629: E0 Pause for 4 * 2 (8) frames CA/562B: CC Turn vehicle/entity up CA/562C: E0 Pause for 4 * 10 (40) frames CA/562E: 82 Move vehicle/entity down 1 tile CA/562F: FF End queue CA/5630: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/5632: 92 Pause for 30 units CA/5633: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/5635: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/5637: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/5639: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/563A: E0 Pause for 4 * 5 (20) frames CA/563C: CE Turn vehicle/entity down CA/563D: C7 Set vehicle/entity to stay still when moving CA/563E: C0 Set vehicle/entity's event speed to slowest CA/563F: FF End queue CA/5640: B0 Execute the following commands until $B1 2 times CA/5642: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/5644: 80 Move vehicle/entity up 1 tile CA/5645: FF End queue CA/5646: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/5648: 80 Move vehicle/entity up 1 tile CA/5649: FF End queue CA/564A: 91 Pause for 15 units CA/564B: B1 End block of repeating commands CA/564C: 6A Load map $0190 (Solitary Island, beach w/o fish (Celes fails suicide / Celes rafts away)) after fade out, (upper bits $0400), place party at (6, 7), facing up CA/5652: 3D Create object $10 CA/5654: 41 Show object $10 CA/5656: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/5658: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/565A: C0 If ($1E80($0B4) [$1E96, bit 4] is set), branch to $CA5679 CA/5660: 3D Create object $11 CA/5662: 41 Show object $11 CA/5664: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long CA/5666: 1B Do vehicle/entity graphical action $1B CA/5667: E0 Pause for 4 * 1 (4) frames CA/5669: 1C Do vehicle/entity graphical action $1C CA/566A: E0 Pause for 4 * 1 (4) frames CA/566C: FC Branch 6 bytes backwards ($CA5666) CA/566E: FF End queue CA/566F: 59 Unfade screen at speed $08 CA/5671: B5 Pause for 15 * 16 (240) units CA/5673: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA5686 CA/5679: 59 Unfade screen at speed $08 CA/567B: B5 Pause for 15 * 24 (360) units CA/567D: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/567F: 21 Do vehicle/entity graphical action $21 CA/5680: FF End queue CA/5681: B5 Pause for 15 * 12 (180) units CA/5683: 4B Display dialogue message $0892, wait for button press (Show text only) CELES: I'll make you proud of me…Granddad… CA/5686: B5 Pause for 15 * 10 (150) units CA/5688: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CA/568A: C6 Set vehicle/entity to walk when moving CA/568B: C1 Set vehicle/entity's event speed to slow CA/568C: A1 Move vehicle/entity right/down 1x1 tiles CA/568D: A1 Move vehicle/entity right/down 1x1 tiles CA/568E: CF Turn vehicle/entity left CA/568F: E0 Pause for 4 * 6 (24) frames CA/5691: C0 Set vehicle/entity's event speed to slowest CA/5692: 09 Do vehicle/entity graphical action $09 (kneeling) CA/5693: C7 Set vehicle/entity to stay still when moving CA/5694: FF End queue CA/5695: B0 Execute the following commands until $B1 4 times CA/5697: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/5699: 81 Move vehicle/entity right 1 tile CA/569A: FF End queue CA/569B: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/569D: 81 Move vehicle/entity right 1 tile CA/569E: FF End queue CA/569F: 91 Pause for 15 units CA/56A0: B1 End block of repeating commands CA/56A1: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/56A3: C2 Set vehicle/entity's event speed to normal CA/56A4: C6 Set vehicle/entity to walk when moving CA/56A5: 83 Move vehicle/entity left 1 tile CA/56A6: CE Turn vehicle/entity down CA/56A7: FF End queue CA/56A8: B4 Pause for 8 units CA/56AA: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/56AC: DC Make vehicle/entity jump (low) CA/56AD: 82 Move vehicle/entity down 1 tile CA/56AE: C8 Set object layering priority to 0 (low nibble 0) CA/56B0: FF End queue CA/56B1: 44 Place character $06 (Actor in stot 6) on vehicle $60 (Raft) (Character is shown) CA/56B4: 42 Hide object $10 CA/56B6: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/56B8: C0 Set vehicle/entity's event speed to slowest CA/56B9: A1 Move vehicle/entity right/down 1x1 tiles CA/56BA: C1 Set vehicle/entity's event speed to slow CA/56BB: A7 Move vehicle/entity right/down 1x2 tiles CA/56BC: A7 Move vehicle/entity right/down 1x2 tiles CA/56BD: 8A Move vehicle/entity down 3 tiles CA/56BE: FF End queue CA/56BF: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/56C1: 44 Place character $06 (Actor in stot 6) on vehicle $00 (No vehicle) (Character is not shown) CA/56C4: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $1400), place party at (75, 245), facing right, party is in the airship CA/56CA: D1 Hide vehicle CA/56CB: DD Hide mini-map CA/56CC: 20 Move vehicle as follows: (go up), 48 units CA/56CE: C0 Modify vehicle script behavior ($20): Allow ship to propel without changing direction facing CA/56D0: C1 Set vehicle's facing direction to $0000 (0 degrees) (0 is north, goes counter-clockwise) CA/56D3: C2 Set vehicle's propulsion direction to $0122 (290 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/56D6: C6 Propel vehicle at speed $00B4 CA/56D9: E0 Pause for 240 units CA/56DB: C2 Set vehicle's propulsion direction to $012C (300 degrees) (0 is north, goes counter-clockwise), Note: $C0 $20 is required CA/56DE: E0 Pause for 192 units CA/56E0: 40 Move vehicle as follows: (go down), 48 units CA/56E2: D2 Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 08), mode $40 CA/56E8: F2 Fade out current song with transition time 64 CA/56EA: FA Stop temporarily played song CA/56EB: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/56ED: B2 Call subroutine $CAC7F1 CA/56F1: D7 Clear event bit $1E80($36D) [$1EED, bit 5] CA/56F3: D7 Clear event bit $1E80($367) [$1EEC, bit 7] CA/56F5: D7 Clear event bit $1E80($373) [$1EEE, bit 3] CA/56F7: D6 Set event bit $1E80($374) [$1EEE, bit 4] CA/56F9: D7 Clear event bit $1E80($379) [$1EEF, bit 1] CA/56FB: D6 Set event bit $1E80($37A) [$1EEF, bit 2] CA/56FD: D7 Clear event bit $1E80($380) [$1EF0, bit 0] CA/56FF: D7 Clear event bit $1E80($381) [$1EF0, bit 1] CA/5701: D6 Set event bit $1E80($382) [$1EF0, bit 2] CA/5703: D6 Set event bit $1E80($397) [$1EF2, bit 7] CA/5705: D4 Set event bit $1E80($276) [$1ECE, bit 6] CA/5707: D4 Set event bit $1E80($2B7) [$1ED6, bit 7] CA/5709: 6B Load map $0001 (World of Ruin) instantly, (upper bits $0400), place party at (146, 212), facing up CA/570F: D0 Make vehicle/entity visible CA/5710: DF Hide mini-map CA/5711: 28 Do vehicle/entity graphical action $28 CA/5712: FF End map script CA/5713: A1 Reset timer 0 CA/5715: 4B Display dialogue message $0880, wait for button press CID: I feel much better! Thanks, CELES! CA/5718: C0 If ($1E80($0B3) [$1E96, bit 3] is set), branch to $CA5EB3 (simply returns) CA/571E: D0 Set event bit $1E80($0B3) [$1E96, bit 3] CA/5720: 93 Pause for 45 units CA/5721: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long CA/5723: C2 Set vehicle/entity's event speed to normal CA/5724: 82 Move vehicle/entity down 1 tile CA/5725: CC Turn vehicle/entity up CA/5726: E0 Pause for 4 * 8 (32) frames CA/5728: CF Turn vehicle/entity left CA/5729: FF End queue CA/572A: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CA/572C: C8 Set object layering priority to 0 (low nibble 0) CA/572E: 93 Move vehicle/entity left 5 tiles CA/572F: CE Turn vehicle/entity down CA/5730: E0 Pause for 4 * 6 (24) frames CA/5732: FF End queue CA/5733: 4B Display dialogue message $088B, wait for button press CELES: What's up? CID: CELES…the project that kept me going over the past year is down below. Go have a look at it! CA/5736: F4 Play sound effect 44 CA/5738: 42 Hide object $12 CA/573A: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/573C: 8D Move vehicle/entity right 4 tiles CA/573D: CE Turn vehicle/entity down CA/573E: FF End queue CA/573F: D7 Clear event bit $1E80($368) [$1EED, bit 0] CA/5741: D7 Clear event bit $1E80($367) [$1EEC, bit 7] CA/5743: D6 Set event bit $1E80($36E) [$1EED, bit 6] CA/5745: FE Return CA/5746: 4B Display dialogue message $0881, wait for button press CID: My dear, I…feel I'm not going to be around much longer… CA/5749: FE Return CA/574A: 4B Display dialogue message $0882, wait for button press CID: CELES, thanks for all you've done for me! CA/574D: FE Return CA/574E: 4B Display dialogue message $0883, wait for button press CID: Hackack!! I feel a little better! CA/5751: FE Return CA/5752: 4B Display dialogue message $0884, wait for button press CID: Cough…wheeze… I can't bear this any longer… CA/5755: FE Return CA/5756: 4B Display dialogue message $0885, wait for button press CID: I…I'm not long for this cruel new world… CA/5759: FE Return CA/575A: 4B Display dialogue message $0886, wait for button press CID: My worst nightmare is to think of you alone here on this wretched island…hack…wheeze!! CA/575D: FE Return CA/575E: 4B Display dialogue message $0887, wait for button press CID: Cough…hack…ACK!! While I can still talk, I…wheeze…pant…want to thank you…cough! CA/5761: FE Return CA/5762: 3E Delete object $11 CA/5764: D7 Clear event bit $1E80($369) [$1EED, bit 1] CA/5766: D2 Set event bit $1E80($1D2) [$1EBA, bit 2] CA/5768: FE Return CA/5769: 3E Delete object $12 CA/576B: D7 Clear event bit $1E80($36A) [$1EED, bit 2] CA/576D: D2 Set event bit $1E80($1D3) [$1EBA, bit 3] CA/576F: FE Return CA/5770: 3E Delete object $13 CA/5772: D7 Clear event bit $1E80($36B) [$1EED, bit 3] CA/5774: D2 Set event bit $1E80($1D4) [$1EBA, bit 4] CA/5776: FE Return CA/5777: 3E Delete object $14 CA/5779: D7 Clear event bit $1E80($36C) [$1EED, bit 4] CA/577B: D2 Set event bit $1E80($1D5) [$1EBA, bit 5] CA/577D: FE Return CA/577E: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/5784: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/5786: C0 If ($1E80($1FD) [$1EBF, bit 5] is set), branch to $CA57A8 CA/578C: D2 Set event bit $1E80($1FD) [$1EBF, bit 5] CA/578E: 11 Begin action queue for character $11 (NPC $11), 13 bytes long CA/5790: A2 Move vehicle/entity left/down 1x1 tiles CA/5791: A2 Move vehicle/entity left/down 1x1 tiles CA/5792: A2 Move vehicle/entity left/down 1x1 tiles CA/5793: A8 Move vehicle/entity left/down 1x2 tiles CA/5794: C1 Set vehicle/entity's event speed to slow CA/5795: A8 Move vehicle/entity left/down 1x2 tiles CA/5796: C0 Set vehicle/entity's event speed to slowest CA/5797: A8 Move vehicle/entity left/down 1x2 tiles CA/5798: 80 Move vehicle/entity up 1 tile CA/5799: 82 Move vehicle/entity down 1 tile CA/579A: FC Branch 2 bytes backwards ($CA5798) CA/579C: FF End queue CA/579D: 4B Display dialogue message $0872, wait for button press The airship's below. ^ (Jump!!) ^ (Wait!!) CA/57A0: B6 Indexed branch based on prior dialogue selection [$CA48C1, $CA5EB3] CA/57A7: FE Return CA/57A8: 4B Display dialogue message $0873, wait for button press ^ (Jump!!) ^ (Gotta wait for SHADOW…) CA/57AB: B6 Indexed branch based on prior dialogue selection [$CA48C1, $CA5EB3] CA/57B2: FE Return CA/57B3: C1 If ($1E80($1FE) [$1EBF, bit 6] is clear) or ($1E80($1FD) [$1EBF, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/57BB: A1 Reset timer 0 CA/57BD: A1 Reset timer 2 CA/57BF: 3D Create object $03 CA/57C1: 45 Refresh objects CA/57C2: 03 Begin action queue for character $03 (Actor in stot 3), 7 bytes long (Wait until complete) CA/57C4: D5 Set vehicle/entity's position to (104, 12) CA/57C7: C7 Set vehicle/entity to stay still when moving CA/57C8: C1 Set vehicle/entity's event speed to slow CA/57C9: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/57CA: FF End queue CA/57CB: 41 Show object $03 CA/57CD: 03 Begin action queue for character $03 (Actor in stot 3), 8 bytes long (Wait until complete) CA/57CF: 85 Move vehicle/entity right 2 tiles CA/57D0: 4B Do vehicle/entity graphical action $0B, flipped horizontally CA/57D1: C2 Set vehicle/entity's event speed to normal CA/57D2: A6 Move vehicle/entity right/down 2x1 tiles CA/57D3: C3 Set vehicle/entity's event speed to fast CA/57D4: A6 Move vehicle/entity right/down 2x1 tiles CA/57D5: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/57D6: FF End queue CA/57D7: 92 Pause for 30 units CA/57D8: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/57DA: 1F Do vehicle/entity graphical action $1F CA/57DB: E0 Pause for 4 * 3 (12) frames CA/57DD: CF Turn vehicle/entity left CA/57DE: FF End queue CA/57DF: F4 Play sound effect 24 CA/57E1: 4B Display dialogue message $0874, wait for button press (At bottom of screen) “SHADOW!!” SHADOW: I'll be blown to bits before I can even collect my pay… CA/57E4: D6 Set event bit $1E80($37D) [$1EEF, bit 5] CA/57E6: B2 Call subroutine $CA5806 CA/57EA: 03 Begin action queue for character $03 (Actor in stot 3), 21 bytes long (Wait until complete) CA/57EC: C6 Set vehicle/entity to walk when moving CA/57ED: C2 Set vehicle/entity's event speed to normal CA/57EE: 81 Move vehicle/entity right 1 tile CA/57EF: A1 Move vehicle/entity right/down 1x1 tiles CA/57F0: A1 Move vehicle/entity right/down 1x1 tiles CA/57F1: A1 Move vehicle/entity right/down 1x1 tiles CA/57F2: E0 Pause for 4 * 3 (12) frames CA/57F4: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/57F5: E0 Pause for 4 * 1 (4) frames CA/57F7: 09 Do vehicle/entity graphical action $09 (kneeling) CA/57F8: E0 Pause for 4 * 1 (4) frames CA/57FA: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/57FB: C7 Set vehicle/entity to stay still when moving CA/57FC: DD Make vehicle/entity jump (high) CA/57FD: 86 Move vehicle/entity down 2 tiles CA/57FE: C4 Set vehicle/entity's event speed to faster CA/57FF: 96 Move vehicle/entity down 6 tiles CA/5800: FF End queue CA/5801: B2 Call subroutine $CA48D6 CA/5805: FE Return CA/5806: 38 Hold screen CA/5807: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long CA/5809: C2 Set vehicle/entity's event speed to normal CA/580A: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/580B: E0 Pause for 4 * 4 (16) frames CA/580D: C7 Set vehicle/entity to stay still when moving CA/580E: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/580F: DD Make vehicle/entity jump (high) CA/5810: 86 Move vehicle/entity down 2 tiles CA/5811: C4 Set vehicle/entity's event speed to faster CA/5812: 9E Move vehicle/entity down 8 tiles CA/5813: C6 Set vehicle/entity to walk when moving CA/5814: FF End queue CA/5815: 94 Pause for 60 units CA/5816: FE Return CA/5817: 4B Display dialogue message $084D, wait for button press (At bottom of screen) SETZER: Quick! Let's jump onto that thing! Only 3 allowed in your party. The others must stay on board. CA/581A: B2 Call subroutine $CACB9F CA/581E: 3B Position character in a "ready-to-go" stance CA/581F: B2 Call subroutine $CB41A5 CA/5823: 6B Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $3400), place party at (15, 6), facing left CA/5829: 47 Make character in slot 0 the lead character CA/582A: B2 Call subroutine $CAC5C1 (set CaseWord bit corresponding to number of characters in party) CA/582E: C0 If ($1E80($1A2) [$1EB4, bit 2] is set), branch to $CA583A CA/5834: 96 Restore screen from fade CA/5835: 5C Pause execution until fade in or fade out is complete CA/5836: 4B Display dialogue message $084E, wait for button press (At bottom of screen) Only 3 allowed in your party. The others must stay on board. CA/5839: FE Return CA/583A: C0 If ($1E80($0A0) [$1E94, bit 0] is set), branch to $CA597F CA/5840: F0 Play song 26 (Save Them!), (high bit clear), full volume CA/5842: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/5844: 96 Restore screen from fade CA/5845: 5C Pause execution until fade in or fade out is complete CA/5846: 94 Pause for 60 units CA/5847: 97 Fade screen to black CA/5848: 5C Pause execution until fade in or fade out is complete CA/5849: 39 Free screen CA/584A: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (180, 216), facing up, party is in the airship CA/5850: 24 Move vehicle as follows: (go up, move forward), 96 units CA/5852: D2 Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)), position (14, 06), mode $00 CA/5858: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/585A: 78 Enable ability to pass through other objects for object $10 (NPC $10) CA/585C: 78 Enable ability to pass through other objects for object $11 (NPC $11) CA/585E: 78 Enable ability to pass through other objects for object $12 (NPC $12) CA/5860: 78 Enable ability to pass through other objects for object $13 (NPC $13) CA/5862: 78 Enable ability to pass through other objects for object $14 (NPC $14) CA/5864: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/5866: 78 Enable ability to pass through other objects for object $16 (NPC $16) CA/5868: 78 Enable ability to pass through other objects for object $17 (NPC $17) CA/586A: 78 Enable ability to pass through other objects for object $18 (NPC $18) CA/586C: 78 Enable ability to pass through other objects for object $19 (NPC $19) CA/586E: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/5870: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/5872: 78 Enable ability to pass through other objects for object $1C (NPC $1C) CA/5874: 10 Begin action queue for character $10 (NPC $10), 26 bytes long CA/5876: D5 Set vehicle/entity's position to (31, 10) CA/5879: 9F Move vehicle/entity left 8 tiles CA/587A: 9F Move vehicle/entity left 8 tiles CA/587B: 9F Move vehicle/entity left 8 tiles CA/587C: C2 Set vehicle/entity's event speed to normal CA/587D: 87 Move vehicle/entity left 2 tiles CA/587E: C1 Set vehicle/entity's event speed to slow CA/587F: 83 Move vehicle/entity left 1 tile CA/5880: 89 Move vehicle/entity right 3 tiles CA/5881: C1 Set vehicle/entity's event speed to slow CA/5882: 83 Move vehicle/entity left 1 tile CA/5883: C2 Set vehicle/entity's event speed to normal CA/5884: 83 Move vehicle/entity left 1 tile CA/5885: C3 Set vehicle/entity's event speed to fast CA/5886: AA Move vehicle/entity left/up 2x1 tiles CA/5887: A3 Move vehicle/entity left/up 1x1 tiles CA/5888: AB Move vehicle/entity left/up 1x2 tiles CA/5889: 8C Move vehicle/entity up 4 tiles CA/588A: A4 Move vehicle/entity right/up 1x2 tiles CA/588B: E0 Pause for 4 * 64 (256) frames CA/588D: FC Branch 23 bytes backwards ($CA5876) CA/588F: FF End queue CA/5890: 11 Begin action queue for character $11 (NPC $11), 28 bytes long CA/5892: D5 Set vehicle/entity's position to (30, 11) CA/5895: 9F Move vehicle/entity left 8 tiles CA/5896: 9F Move vehicle/entity left 8 tiles CA/5897: 9F Move vehicle/entity left 8 tiles CA/5898: C2 Set vehicle/entity's event speed to normal CA/5899: 87 Move vehicle/entity left 2 tiles CA/589A: C1 Set vehicle/entity's event speed to slow CA/589B: 83 Move vehicle/entity left 1 tile CA/589C: 89 Move vehicle/entity right 3 tiles CA/589D: C1 Set vehicle/entity's event speed to slow CA/589E: 87 Move vehicle/entity left 2 tiles CA/589F: C2 Set vehicle/entity's event speed to normal CA/58A0: AA Move vehicle/entity left/up 2x1 tiles CA/58A1: A3 Move vehicle/entity left/up 1x1 tiles CA/58A2: C3 Set vehicle/entity's event speed to fast CA/58A3: AB Move vehicle/entity left/up 1x2 tiles CA/58A4: 80 Move vehicle/entity up 1 tile CA/58A5: A0 Move vehicle/entity right/up 1x1 tiles CA/58A6: A5 Move vehicle/entity right/up 2x1 tiles CA/58A7: A5 Move vehicle/entity right/up 2x1 tiles CA/58A8: A4 Move vehicle/entity right/up 1x2 tiles CA/58A9: E0 Pause for 4 * 64 (256) frames CA/58AB: FC Branch 25 bytes backwards ($CA5892) CA/58AD: FF End queue CA/58AE: 12 Begin action queue for character $12 (NPC $12), 22 bytes long CA/58B0: D5 Set vehicle/entity's position to (29, 12) CA/58B3: 9F Move vehicle/entity left 8 tiles CA/58B4: 9F Move vehicle/entity left 8 tiles CA/58B5: 9F Move vehicle/entity left 8 tiles CA/58B6: C2 Set vehicle/entity's event speed to normal CA/58B7: 87 Move vehicle/entity left 2 tiles CA/58B8: C1 Set vehicle/entity's event speed to slow CA/58B9: 83 Move vehicle/entity left 1 tile CA/58BA: 89 Move vehicle/entity right 3 tiles CA/58BB: E0 Pause for 4 * 1 (4) frames CA/58BD: C3 Set vehicle/entity's event speed to fast CA/58BE: A9 Move vehicle/entity left/down 2x1 tiles CA/58BF: C4 Set vehicle/entity's event speed to faster CA/58C0: A8 Move vehicle/entity left/down 1x2 tiles CA/58C1: E0 Pause for 4 * 64 (256) frames CA/58C3: FC Branch 19 bytes backwards ($CA58B0) CA/58C5: FF End queue CA/58C6: 13 Begin action queue for character $13 (NPC $13), 22 bytes long CA/58C8: D5 Set vehicle/entity's position to (31, 13) CA/58CB: 9F Move vehicle/entity left 8 tiles CA/58CC: 9F Move vehicle/entity left 8 tiles CA/58CD: 9F Move vehicle/entity left 8 tiles CA/58CE: C2 Set vehicle/entity's event speed to normal CA/58CF: 87 Move vehicle/entity left 2 tiles CA/58D0: C1 Set vehicle/entity's event speed to slow CA/58D1: 83 Move vehicle/entity left 1 tile CA/58D2: 85 Move vehicle/entity right 2 tiles CA/58D3: E0 Pause for 4 * 2 (8) frames CA/58D5: C3 Set vehicle/entity's event speed to fast CA/58D6: A9 Move vehicle/entity left/down 2x1 tiles CA/58D7: C4 Set vehicle/entity's event speed to faster CA/58D8: A8 Move vehicle/entity left/down 1x2 tiles CA/58D9: E0 Pause for 4 * 64 (256) frames CA/58DB: FC Branch 19 bytes backwards ($CA58C8) CA/58DD: FF End queue CA/58DE: 14 Begin action queue for character $14 (NPC $14), 22 bytes long CA/58E0: D5 Set vehicle/entity's position to (33, 14) CA/58E3: 9F Move vehicle/entity left 8 tiles CA/58E4: 9F Move vehicle/entity left 8 tiles CA/58E5: 9F Move vehicle/entity left 8 tiles CA/58E6: C2 Set vehicle/entity's event speed to normal CA/58E7: 87 Move vehicle/entity left 2 tiles CA/58E8: C1 Set vehicle/entity's event speed to slow CA/58E9: 83 Move vehicle/entity left 1 tile CA/58EA: 81 Move vehicle/entity right 1 tile CA/58EB: E0 Pause for 4 * 4 (16) frames CA/58ED: C2 Set vehicle/entity's event speed to normal CA/58EE: A9 Move vehicle/entity left/down 2x1 tiles CA/58EF: C3 Set vehicle/entity's event speed to fast CA/58F0: A8 Move vehicle/entity left/down 1x2 tiles CA/58F1: E0 Pause for 4 * 64 (256) frames CA/58F3: FC Branch 19 bytes backwards ($CA58E0) CA/58F5: FF End queue CA/58F6: 15 Begin action queue for character $15 (NPC $15), 27 bytes long CA/58F8: D5 Set vehicle/entity's position to (0, 4) CA/58FB: E0 Pause for 4 * 56 (224) frames CA/58FD: 9D Move vehicle/entity right 8 tiles CA/58FE: A5 Move vehicle/entity right/up 2x1 tiles CA/58FF: 9D Move vehicle/entity right 8 tiles CA/5900: C3 Set vehicle/entity's event speed to fast CA/5901: 95 Move vehicle/entity right 6 tiles CA/5902: A6 Move vehicle/entity right/down 2x1 tiles CA/5903: A1 Move vehicle/entity right/down 1x1 tiles CA/5904: A7 Move vehicle/entity right/down 1x2 tiles CA/5905: 86 Move vehicle/entity down 2 tiles CA/5906: C1 Set vehicle/entity's event speed to slow CA/5907: A8 Move vehicle/entity left/down 1x2 tiles CA/5908: A2 Move vehicle/entity left/down 1x1 tiles CA/5909: A9 Move vehicle/entity left/down 2x1 tiles CA/590A: C2 Set vehicle/entity's event speed to normal CA/590B: A0 Move vehicle/entity right/up 1x1 tiles CA/590C: A0 Move vehicle/entity right/up 1x1 tiles CA/590D: A0 Move vehicle/entity right/up 1x1 tiles CA/590E: A0 Move vehicle/entity right/up 1x1 tiles CA/590F: A0 Move vehicle/entity right/up 1x1 tiles CA/5910: FC Branch 24 bytes backwards ($CA58F8) CA/5912: FF End queue CA/5913: 16 Begin action queue for character $16 (NPC $16), 23 bytes long CA/5915: D5 Set vehicle/entity's position to (0, 3) CA/5918: E0 Pause for 4 * 32 (128) frames CA/591A: 9D Move vehicle/entity right 8 tiles CA/591B: A5 Move vehicle/entity right/up 2x1 tiles CA/591C: C3 Set vehicle/entity's event speed to fast CA/591D: 9D Move vehicle/entity right 8 tiles CA/591E: 89 Move vehicle/entity right 3 tiles CA/591F: A6 Move vehicle/entity right/down 2x1 tiles CA/5920: A7 Move vehicle/entity right/down 1x2 tiles CA/5921: A7 Move vehicle/entity right/down 1x2 tiles CA/5922: A7 Move vehicle/entity right/down 1x2 tiles CA/5923: 86 Move vehicle/entity down 2 tiles CA/5924: A8 Move vehicle/entity left/down 1x2 tiles CA/5925: A8 Move vehicle/entity left/down 1x2 tiles CA/5926: A2 Move vehicle/entity left/down 1x1 tiles CA/5927: A2 Move vehicle/entity left/down 1x1 tiles CA/5928: A2 Move vehicle/entity left/down 1x1 tiles CA/5929: FC Branch 20 bytes backwards ($CA5915) CA/592B: FF End queue CA/592C: 3A Enable player to move while event commands execute CA/592D: B5 Pause for 15 * 32 (480) units CA/592F: 4B Display dialogue message $084F, wait for button press Uh, oh!!! The Imperial Airforce (IAF)! We're surrounded! Let's give 'em a bloody lip! CA/5932: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/5935: B2 Call subroutine $CA5EA9 CA/5939: 96 Restore screen from fade CA/593A: 19 Begin action queue for character $19 (NPC $19), 13 bytes long CA/593C: C4 Set vehicle/entity's event speed to faster CA/593D: E0 Pause for 4 * 16 (64) frames CA/593F: D5 Set vehicle/entity's position to (15, 4) CA/5942: 85 Move vehicle/entity right 2 tiles CA/5943: D5 Set vehicle/entity's position to (0, 0) CA/5946: FC Branch 9 bytes backwards ($CA593D) CA/5948: FF End queue CA/5949: 1A Begin action queue for character $1A (NPC $1A), 13 bytes long CA/594B: C4 Set vehicle/entity's event speed to faster CA/594C: E0 Pause for 4 * 8 (32) frames CA/594E: D5 Set vehicle/entity's position to (12, 9) CA/5951: 85 Move vehicle/entity right 2 tiles CA/5952: D5 Set vehicle/entity's position to (0, 0) CA/5955: FC Branch 9 bytes backwards ($CA594C) CA/5957: FF End queue CA/5958: 1B Begin action queue for character $1B (NPC $1B), 13 bytes long CA/595A: C4 Set vehicle/entity's event speed to faster CA/595B: E0 Pause for 4 * 20 (80) frames CA/595D: D5 Set vehicle/entity's position to (18, 11) CA/5960: 85 Move vehicle/entity right 2 tiles CA/5961: D5 Set vehicle/entity's position to (0, 0) CA/5964: FC Branch 9 bytes backwards ($CA595B) CA/5966: FF End queue CA/5967: 1C Begin action queue for character $1C (NPC $1C), 13 bytes long CA/5969: C4 Set vehicle/entity's event speed to faster CA/596A: E0 Pause for 4 * 12 (48) frames CA/596C: D5 Set vehicle/entity's position to (11, 2) CA/596F: 85 Move vehicle/entity right 2 tiles CA/5970: D5 Set vehicle/entity's position to (0, 0) CA/5973: FC Branch 9 bytes backwards ($CA596A) CA/5975: FF End queue CA/5976: D0 Set event bit $1E80($0A0) [$1E94, bit 0] CA/5978: A0 Set timer 0 to $0100 [0m: 04s: 16j], jump to subroutine $CA598F if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/597E: FE Return CA/597F: 96 Restore screen from fade CA/5980: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/5982: C2 Set vehicle/entity's event speed to normal CA/5983: 86 Move vehicle/entity down 2 tiles CA/5984: FF End queue CA/5985: 38 Hold screen CA/5986: B2 Call subroutine $CA5ABE CA/598A: B2 Call subroutine $CA5A42 CA/598E: FE Return CA/598F: A1 Reset timer 0 CA/5991: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/5994: B2 Call subroutine $CA5EA9 CA/5998: 96 Restore screen from fade CA/5999: A0 Set timer 0 to $0180 [0m: 06s: 24j], jump to subroutine $CA59A0 if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/599F: FE Return CA/59A0: A1 Reset timer 0 CA/59A2: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/59A5: B2 Call subroutine $CA5EA9 CA/59A9: 96 Restore screen from fade CA/59AA: A0 Set timer 0 to $0140 [0m: 05s: 20j], jump to subroutine $CA59B1 if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/59B0: FE Return CA/59B1: A1 Reset timer 0 CA/59B3: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/59B6: B2 Call subroutine $CA5EA9 CA/59BA: 96 Restore screen from fade CA/59BB: 93 Pause for 45 units CA/59BC: 4B Display dialogue message $0850, wait for button press Something… curious…approaches!! CA/59BF: 17 Begin action queue for character $17 (NPC $17), 26 bytes long CA/59C1: C7 Set vehicle/entity to stay still when moving CA/59C2: A6 Move vehicle/entity right/down 2x1 tiles CA/59C3: C0 Set vehicle/entity's event speed to slowest CA/59C4: A6 Move vehicle/entity right/down 2x1 tiles CA/59C5: 86 Move vehicle/entity down 2 tiles CA/59C6: A2 Move vehicle/entity left/down 1x1 tiles CA/59C7: E0 Pause for 4 * 16 (64) frames CA/59C9: A6 Move vehicle/entity right/down 2x1 tiles CA/59CA: C1 Set vehicle/entity's event speed to slow CA/59CB: A6 Move vehicle/entity right/down 2x1 tiles CA/59CC: A1 Move vehicle/entity right/down 1x1 tiles CA/59CD: 9D Move vehicle/entity right 8 tiles CA/59CE: C4 Set vehicle/entity's event speed to faster CA/59CF: 85 Move vehicle/entity right 2 tiles CA/59D0: C1 Set vehicle/entity's event speed to slow CA/59D1: A5 Move vehicle/entity right/up 2x1 tiles CA/59D2: A6 Move vehicle/entity right/down 2x1 tiles CA/59D3: A5 Move vehicle/entity right/up 2x1 tiles CA/59D4: A5 Move vehicle/entity right/up 2x1 tiles CA/59D5: C3 Set vehicle/entity's event speed to fast CA/59D6: A0 Move vehicle/entity right/up 1x1 tiles CA/59D7: C2 Set vehicle/entity's event speed to normal CA/59D8: A0 Move vehicle/entity right/up 1x1 tiles CA/59D9: 80 Move vehicle/entity up 1 tile CA/59DA: FF End queue CA/59DB: 18 Begin action queue for character $18 (NPC $18), 22 bytes long CA/59DD: E0 Pause for 4 * 240 (960) frames CA/59DF: E0 Pause for 4 * 72 (288) frames CA/59E1: D5 Set vehicle/entity's position to (28, 6) CA/59E4: DD Make vehicle/entity jump (high) CA/59E5: 87 Move vehicle/entity left 2 tiles CA/59E6: E0 Pause for 4 * 3 (12) frames CA/59E8: DD Make vehicle/entity jump (high) CA/59E9: AA Move vehicle/entity left/up 2x1 tiles CA/59EA: DD Make vehicle/entity jump (high) CA/59EB: A8 Move vehicle/entity left/down 1x2 tiles CA/59EC: E0 Pause for 4 * 8 (32) frames CA/59EE: 80 Move vehicle/entity up 1 tile CA/59EF: CF Turn vehicle/entity left CA/59F0: E2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/59F2: FF End queue CA/59F3: A0 Set timer 0 to $01A0 [0m: 06s: 56j], jump to subroutine $CA59FA if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/59F9: FE Return CA/59FA: A1 Reset timer 0 CA/59FC: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/59FF: B2 Call subroutine $CA5EA9 CA/5A03: 96 Restore screen from fade CA/5A04: A0 Set timer 0 to $0200 [0m: 08s: 32j], jump to subroutine $CA5A0B if it expires. Flags: (Countdown pauses in menu and battle) (Countdown not shown while walking) (Unknown flag 0x20 disabled on event bank byte) (Countdown does not override the game clock display) CA/5A0A: FE Return CA/5A0B: A1 Reset timer 0 CA/5A0D: 4D Invoke battle, enemy set $7E, background $25 (Airship, World of Balance, centered), (mosaic effect enabled), (swoosh sound enabled) CA/5A10: B2 Call subroutine $CA5EA9 CA/5A14: 96 Restore screen from fade CA/5A15: FE Return CA/5A16: C0 If ($1E80($1F0) [$1EBE, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/5A1C: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/5A1E: 4D Invoke battle, enemy set $6B, background $30 (Airship, World of Balance, right), (mosaic effect enabled), (swoosh sound enabled) CA/5A21: B2 Call subroutine $CA5EA9 CA/5A25: 96 Restore screen from fade CA/5A26: A2 Command $A2 CA/5A27: 31 Begin action queue for character $31 (Party Character 0), 12 bytes long (Wait until complete) CA/5A29: C8 Set object layering priority to 2 (low nibble 2) CA/5A2B: 1F Do vehicle/entity graphical action $1F CA/5A2C: C7 Set vehicle/entity to stay still when moving CA/5A2D: C2 Set vehicle/entity's event speed to normal CA/5A2E: DD Make vehicle/entity jump (high) CA/5A2F: 86 Move vehicle/entity down 2 tiles CA/5A30: C3 Set vehicle/entity's event speed to fast CA/5A31: 9E Move vehicle/entity down 8 tiles CA/5A32: C8 Set object layering priority to 0 (low nibble 0) CA/5A34: FF End queue CA/5A35: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/5A37: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/5A3B: 4D Invoke battle, enemy set $59, background $07 (Falling through the Clouds), (mosaic effect enabled), (swoosh sound enabled) CA/5A3E: B2 Call subroutine $CA5EA9 CA/5A42: 6B Load map $018A (Floating Island, outdoors, with background clouds (normal)) instantly, (upper bits $2400), place party at (4, 8), facing down CA/5A48: 41 Show object $31 CA/5A4A: 38 Hold screen CA/5A4B: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long CA/5A4D: D5 Set vehicle/entity's position to (4, 0) CA/5A50: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/5A51: C7 Set vehicle/entity to stay still when moving CA/5A52: C3 Set vehicle/entity's event speed to fast CA/5A53: 9E Move vehicle/entity down 8 tiles CA/5A54: 8E Move vehicle/entity down 4 tiles CA/5A55: 09 Do vehicle/entity graphical action $09 (kneeling) CA/5A56: FF End queue CA/5A57: 96 Restore screen from fade CA/5A58: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/5A5A: C2 Set vehicle/entity's event speed to normal CA/5A5B: 8E Move vehicle/entity down 4 tiles CA/5A5C: FF End queue CA/5A5D: 35 Pause execution until action queue for object $30 (Camera) is complete CA/5A5F: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/5A61: 39 Free screen CA/5A62: 94 Pause for 60 units CA/5A63: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/5A65: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/5A66: C6 Set vehicle/entity to walk when moving CA/5A67: FF End queue CA/5A68: 4B Display dialogue message $0851, wait for button press Kefka, Gestahl…and the Statues are just ahead. CA/5A6B: FE Return CA/5A6C: C0 If ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/5A72: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/5A74: 38 Hold screen CA/5A75: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/5A77: C1 Set vehicle/entity's event speed to slow CA/5A78: 8A Move vehicle/entity down 3 tiles CA/5A79: FF End queue CA/5A7A: 4B Display dialogue message $0857, wait for button press The airship's below! Do you wish to return? ^ (No) ^ (Yes) CA/5A7D: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/5A7F: 88 Move vehicle/entity up 3 tiles CA/5A80: FF End queue CA/5A81: 39 Free screen CA/5A82: B6 Indexed branch based on prior dialogue selection [$CA5EB3, $CA5A8A] CA/5A89: FE Return CA/5A8A: DE Load CaseWord with the characters in the currently active party? CA/5A8B: BE If character $03 (SHADOW) is in the current CaseWord, call subroutine $CAD9FC CA/5A90: B2 Call subroutine $CA5ABE CA/5A94: D4 Set event bit $1E80($246) [$1EC8, bit 6] CA/5A96: 6B Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $0400), place party at (16, 6), facing up CA/5A9C: 38 Hold screen CA/5A9D: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/5A9F: C8 Set object layering priority to 2 (low nibble 2) CA/5AA1: D5 Set vehicle/entity's position to (14, 0) CA/5AA4: C3 Set vehicle/entity's event speed to fast CA/5AA5: FF End queue CA/5AA6: 96 Restore screen from fade CA/5AA7: 31 Begin action queue for character $31 (Party Character 0), 11 bytes long (Wait until complete) CA/5AA9: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/5AAA: 96 Move vehicle/entity down 6 tiles CA/5AAB: 0B Do vehicle/entity graphical action $0B CA/5AAC: C2 Set vehicle/entity's event speed to normal CA/5AAD: DD Make vehicle/entity jump (high) CA/5AAE: 85 Move vehicle/entity right 2 tiles CA/5AAF: 28 Do vehicle/entity graphical action $28 CA/5AB0: C6 Set vehicle/entity to walk when moving CA/5AB1: C8 Set object layering priority to 0 (low nibble 0) CA/5AB3: FF End queue CA/5AB4: 39 Free screen CA/5AB5: C0 If ($1E80($35F) [$1EEB, bit 7] is clear), branch to $CA5EB3 (simply returns) CA/5ABB: D6 Set event bit $1E80($35E) [$1EEB, bit 6] CA/5ABD: FE Return CA/5ABE: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long CA/5AC0: C8 Set object layering priority to 2 (low nibble 2) CA/5AC2: C2 Set vehicle/entity's event speed to normal CA/5AC3: 09 Do vehicle/entity graphical action $09 (kneeling) CA/5AC4: E0 Pause for 4 * 2 (8) frames CA/5AC6: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/5AC7: C7 Set vehicle/entity to stay still when moving CA/5AC8: 86 Move vehicle/entity down 2 tiles CA/5AC9: C3 Set vehicle/entity's event speed to fast CA/5ACA: 92 Move vehicle/entity down 5 tiles CA/5ACB: C8 Set object layering priority to 0 (low nibble 0) CA/5ACD: FF End queue CA/5ACE: 94 Pause for 60 units CA/5ACF: 97 Fade screen to black CA/5AD0: 35 Pause execution until action queue for object $31 (Party Character 0) is complete CA/5AD2: 5C Pause execution until fade in or fade out is complete CA/5AD3: FE Return CA/5AD4: C8 Set bit $1E80($02BD) [$1ED7, bit 5] CA/5AD7: D2 Load map $0003 (Darkness (briefly on many occasions, inc. Tent use on the world map)), position (08, 09), mode $C0 CA/5ADD: FE Return CA/5ADE: 6A Load map $000A (Blackjack, upper deck (IAF sequence / various cutscenes)) after fade out, (upper bits $3400), place party at (16, 6), facing left CA/5AE4: F0 Play song 6 (Terra), (high bit clear), full volume CA/5AE6: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/5AE8: C0 If ($1E80($09E) [$1E93, bit 6] is set), branch to $CA5EB3 (simply returns) CA/5AEE: B2 Call subroutine $CA5D94 CA/5AF2: 92 Pause for 30 units CA/5AF3: 96 Restore screen from fade CA/5AF4: 94 Pause for 60 units CA/5AF5: 09 Begin action queue for character $09 (Actor in stot 9), 2 bytes long (Wait until complete) CA/5AF7: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/5AF8: FF End queue CA/5AF9: 4B Display dialogue message $0849, wait for button press (At bottom of screen) SETZER: The Empire's after the sealed gate! They're looking for some statues or something. STRAGO: No!!! CA/5AFC: 07 Begin action queue for character $07 (Actor in stot 7), 6 bytes long (Wait until complete) CA/5AFE: C1 Set vehicle/entity's event speed to slow CA/5AFF: 87 Move vehicle/entity left 2 tiles CA/5B00: E0 Pause for 4 * 8 (32) frames CA/5B02: 22 Do vehicle/entity graphical action $22 CA/5B03: FF End queue CA/5B04: 92 Pause for 30 units CA/5B05: F2 Fade out current song with transition time 32 CA/5B07: D9 Clear event bit $1E80($468) [$1F0D, bit 0] CA/5B09: 6A Load map $0187 (Cave to the Sealed Gate, sealed gate room) after fade out, (upper bits $2400), place party at (8, 10), facing down CA/5B0F: F0 Play song 57 (Wind), (high bit clear), full volume CA/5B11: 42 Hide object $00 CA/5B13: 42 Hide object $06 CA/5B15: 42 Hide object $07 CA/5B17: 42 Hide object $08 CA/5B19: 42 Hide object $09 CA/5B1B: 3D Create object $19 CA/5B1D: 41 Show object $19 CA/5B1F: 3D Create object $16 CA/5B21: 41 Show object $16 CA/5B23: 16 Begin action queue for character $16 (NPC $16), 7 bytes long (Wait until complete) CA/5B25: D5 Set vehicle/entity's position to (7, 17) CA/5B28: CC Turn vehicle/entity up CA/5B29: C8 Set object layering priority to 2 (low nibble 2) CA/5B2B: FF End queue CA/5B2C: 96 Restore screen from fade CA/5B2D: 38 Hold screen CA/5B2E: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/5B30: C1 Set vehicle/entity's event speed to slow CA/5B31: 92 Move vehicle/entity down 5 tiles CA/5B32: FF End queue CA/5B33: 94 Pause for 60 units CA/5B34: 19 Begin action queue for character $19 (NPC $19), 2 bytes long (Wait until complete) CA/5B36: CF Turn vehicle/entity left CA/5B37: FF End queue CA/5B38: 93 Pause for 45 units CA/5B39: 4B Display dialogue message $084B, wait for button press GESTAHL: Oh, those silly Espers! To think they opened the gate themselves! The Statues should be just ahead. If we can just get our hands on them, we'll have everything we ever dreamed of! CA/5B3C: 35 Pause execution until action queue for object $30 (Camera) is complete CA/5B3E: F4 Play sound effect 205 CA/5B40: 16 Begin action queue for character $16 (NPC $16), 10 bytes long CA/5B42: C2 Set vehicle/entity's event speed to normal CA/5B43: 1D Do vehicle/entity graphical action $1D CA/5B44: E0 Pause for 4 * 1 (4) frames CA/5B46: 1E Do vehicle/entity graphical action $1E CA/5B47: E0 Pause for 4 * 1 (4) frames CA/5B49: FC Branch 6 bytes backwards ($CA5B43) CA/5B4B: FF End queue CA/5B4C: 19 Begin action queue for character $19 (NPC $19), 8 bytes long (Wait until complete) CA/5B4E: 84 Move vehicle/entity up 2 tiles CA/5B4F: E0 Pause for 4 * 8 (32) frames CA/5B51: CF Turn vehicle/entity left CA/5B52: E0 Pause for 4 * 12 (48) frames CA/5B54: 82 Move vehicle/entity down 1 tile CA/5B55: FF End queue CA/5B56: 4B Display dialogue message $084C, wait for button press GESTAHL: Come quickly! CA/5B59: 16 Begin action queue for character $16 (NPC $16), 5 bytes long (Wait until complete) CA/5B5B: 1F Do vehicle/entity graphical action $1F CA/5B5C: E0 Pause for 4 * 4 (16) frames CA/5B5E: 58 Do vehicle/entity graphical action $18, flipped horizontally CA/5B5F: FF End queue CA/5B60: 93 Pause for 45 units CA/5B61: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CA/5B63: 9C Move vehicle/entity up 8 tiles CA/5B64: FF End queue CA/5B65: 16 Begin action queue for character $16 (NPC $16), 3 bytes long CA/5B67: 81 Move vehicle/entity right 1 tile CA/5B68: 94 Move vehicle/entity up 6 tiles CA/5B69: FF End queue CA/5B6A: 94 Pause for 60 units CA/5B6B: 5A Fade screen at speed $08 CA/5B6D: 5C Pause execution until fade in or fade out is complete CA/5B6E: B2 Call subroutine $CAC8E1 CA/5B72: 6B Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) instantly, (upper bits $2400), place party at (16, 8), facing down CA/5B78: B2 Call subroutine $CA5D94 CA/5B7C: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/5B7E: D5 Set vehicle/entity's position to (15, 7) CA/5B81: CE Turn vehicle/entity down CA/5B82: FF End queue CA/5B83: 41 Show object $00 CA/5B85: 91 Pause for 15 units CA/5B86: 96 Restore screen from fade CA/5B87: 92 Pause for 30 units CA/5B88: 00 Begin action queue for character $00 (Actor in stot 0), 10 bytes long CA/5B8A: CE Turn vehicle/entity down CA/5B8B: E0 Pause for 4 * 16 (64) frames CA/5B8D: C1 Set vehicle/entity's event speed to slow CA/5B8E: 81 Move vehicle/entity right 1 tile CA/5B8F: 86 Move vehicle/entity down 2 tiles CA/5B90: E0 Pause for 4 * 10 (40) frames CA/5B92: 13 Do vehicle/entity graphical action $13 CA/5B93: FF End queue CA/5B94: B5 Pause for 15 * 12 (180) units CA/5B96: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/5B98: C2 Set vehicle/entity's event speed to normal CA/5B99: A1 Move vehicle/entity right/down 1x1 tiles CA/5B9A: 82 Move vehicle/entity down 1 tile CA/5B9B: 23 Do vehicle/entity graphical action $23 CA/5B9C: FF End queue CA/5B9D: 93 Pause for 45 units CA/5B9E: F2 Fade out current song with transition time 128 CA/5BA0: 4B Display dialogue message $084A, wait for button press (At bottom of screen) CELES: What's wrong, TERRA? TERRA: The island… The world is groaning in pain… CA/5BA3: 92 Pause for 30 units CA/5BA4: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/5BA6: 20 Do vehicle/entity graphical action $20 CA/5BA7: FF End queue CA/5BA8: 92 Pause for 30 units CA/5BA9: F4 Play sound effect 165 CA/5BAB: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 0 CA/5BAF: F6 Subcommand $82: Change volume of currently playing sound effect to $70, transition time 192 CA/5BB3: B5 Pause for 15 * 10 (150) units CA/5BB5: B3 Call subroutine $CAC7FE, 3 times CA/5BBA: B5 Pause for 15 * 6 (90) units CA/5BBC: 97 Fade screen to black CA/5BBD: 5C Pause execution until fade in or fade out is complete CA/5BBE: 42 Hide object $00 CA/5BC0: 3E Delete object $06 CA/5BC2: 3E Delete object $07 CA/5BC4: 3E Delete object $08 CA/5BC6: 3E Delete object $09 CA/5BC8: F6 Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 48 CA/5BCC: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (180, 216), facing up, party is in the airship CA/5BD2: D1 Hide vehicle CA/5BD3: DD Hide mini-map CA/5BD4: C5 Set vehicle height to $7E (max is $7E), (unknown byte $00) CA/5BD7: C0 Modify vehicle script behavior ($20): Allow ship to propel without changing direction facing CA/5BD9: C1 Set vehicle's facing direction to $0014 (20 degrees) (0 is north, goes counter-clockwise) CA/5BDC: C6 Propel vehicle at speed $0078 CA/5BDF: E0 Pause for 112 units CA/5BE1: D2 Load map $018B (Town-like, ground splits open (rise of the Floating Island)), position (08, 07), mode $40 CA/5BE7: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 48 CA/5BEB: 96 Restore screen from fade CA/5BEC: 91 Pause for 15 units CA/5BED: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/5BEF: 80 Move vehicle/entity up 1 tile CA/5BF0: E0 Pause for 4 * 1 (4) frames CA/5BF2: 82 Move vehicle/entity down 1 tile CA/5BF3: FF End queue CA/5BF4: 93 Pause for 45 units CA/5BF5: F0 Play song 54 (Catastrophe), (high bit clear), full volume CA/5BF7: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5BF9: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/5BFB: F4 Play sound effect 18 CA/5BFD: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/5BFF: 2D Do vehicle/entity graphical action $2D CA/5C00: FF End queue CA/5C01: B2 Call subroutine $CA5DCC CA/5C05: 94 Pause for 60 units CA/5C06: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/5C08: DD Make vehicle/entity jump (high) CA/5C09: 82 Move vehicle/entity down 1 tile CA/5C0A: 28 Do vehicle/entity graphical action $28 CA/5C0B: FF End queue CA/5C0C: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5C0E: F4 Play sound effect 18 CA/5C10: B2 Call subroutine $CA5DE7 CA/5C14: 94 Pause for 60 units CA/5C15: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5C17: F4 Play sound effect 18 CA/5C19: 55 Flash screen with color component(s) 14 (White [Red + Green + Blue]), at intensity 0 CA/5C1B: B2 Call subroutine $CA5E01 CA/5C1F: 11 Begin action queue for character $11 (NPC $11), 4 bytes long CA/5C21: DD Make vehicle/entity jump (high) CA/5C22: 81 Move vehicle/entity right 1 tile CA/5C23: 2D Do vehicle/entity graphical action $2D CA/5C24: FF End queue CA/5C25: 10 Begin action queue for character $10 (NPC $10), 20 bytes long CA/5C27: C7 Set vehicle/entity to stay still when moving CA/5C28: DC Make vehicle/entity jump (low) CA/5C29: A2 Move vehicle/entity left/down 1x1 tiles CA/5C2A: 2D Do vehicle/entity graphical action $2D CA/5C2B: E0 Pause for 4 * 10 (40) frames CA/5C2D: CE Turn vehicle/entity down CA/5C2E: E0 Pause for 4 * 16 (64) frames CA/5C30: CD Turn vehicle/entity right CA/5C31: E0 Pause for 4 * 16 (64) frames CA/5C33: 2D Do vehicle/entity graphical action $2D CA/5C34: C4 Set vehicle/entity's event speed to faster CA/5C35: A8 Move vehicle/entity left/down 1x2 tiles CA/5C36: C8 Set object layering priority to 3 (low nibble 3) CA/5C38: 9E Move vehicle/entity down 8 tiles CA/5C39: D1 Make vehicle/entity disappear CA/5C3A: FF End queue CA/5C3B: 12 Begin action queue for character $12 (NPC $12), 5 bytes long CA/5C3D: E0 Pause for 4 * 3 (12) frames CA/5C3F: 88 Move vehicle/entity up 3 tiles CA/5C40: CD Turn vehicle/entity right CA/5C41: FF End queue CA/5C42: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CA/5C44: DD Make vehicle/entity jump (high) CA/5C45: A3 Move vehicle/entity left/up 1x1 tiles CA/5C46: 2D Do vehicle/entity graphical action $2D CA/5C47: E0 Pause for 4 * 8 (32) frames CA/5C49: CC Turn vehicle/entity up CA/5C4A: E0 Pause for 4 * 3 (12) frames CA/5C4C: 80 Move vehicle/entity up 1 tile CA/5C4D: FF End queue CA/5C4E: F6 Subcommand $82: Change volume of currently playing sound effect to $A0, transition time 1 CA/5C52: F4 Play sound effect 165 CA/5C54: 58 Shake screen ($FA): (Intensity: 2)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5C56: 5E Scroll Layer 2, speed 251 x 8 CA/5C59: 95 Pause for 120 units CA/5C5A: 14 Begin action queue for character $14 (NPC $14), 14 bytes long CA/5C5C: DD Make vehicle/entity jump (high) CA/5C5D: 86 Move vehicle/entity down 2 tiles CA/5C5E: C7 Set vehicle/entity to stay still when moving CA/5C5F: 17 Do vehicle/entity graphical action $17 CA/5C60: E0 Pause for 4 * 24 (96) frames CA/5C62: 0B Do vehicle/entity graphical action $0B CA/5C63: C8 Set object layering priority to 3 (low nibble 3) CA/5C65: C4 Set vehicle/entity's event speed to faster CA/5C66: 9E Move vehicle/entity down 8 tiles CA/5C67: 92 Move vehicle/entity down 5 tiles CA/5C68: D1 Make vehicle/entity disappear CA/5C69: FF End queue CA/5C6A: 5E Scroll Layer 2, speed 254 x 254 CA/5C6D: 94 Pause for 60 units CA/5C6E: 5E Scroll Layer 2, speed 255 x 14 CA/5C71: B5 Pause for 15 * 12 (180) units CA/5C73: 58 Shake screen ($F9): (Intensity: 1)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5C75: 6A Load map $0188 (Jidoor, outdoors (people watch as the Floating Island passes overhead)) after fade out, (upper bits $2400), place party at (14, 40), facing down CA/5C7B: F6 Subcommand $82: Change volume of currently playing sound effect to $70, transition time 64 CA/5C7F: 38 Hold screen CA/5C80: 51 Modify background color range from [05, 07]: Subtract (Black) at intensity 0 CA/5C84: B0 Execute the following commands until $B1 4 times CA/5C86: 51 Modify background color range from [05, 07]: Do (Black) at intensity 0 CA/5C8A: B1 End block of repeating commands CA/5C8B: 96 Restore screen from fade CA/5C8C: 5F Scroll Layer 3, speed 0 x 244 CA/5C8F: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/5C91: C0 Set vehicle/entity's event speed to slowest CA/5C92: 9E Move vehicle/entity down 8 tiles CA/5C93: FF End queue CA/5C94: 10 Begin action queue for character $10 (NPC $10), 19 bytes long CA/5C96: 8A Move vehicle/entity down 3 tiles CA/5C97: 81 Move vehicle/entity right 1 tile CA/5C98: CC Turn vehicle/entity up CA/5C99: E0 Pause for 4 * 26 (104) frames CA/5C9B: C3 Set vehicle/entity's event speed to fast CA/5C9C: 8E Move vehicle/entity down 4 tiles CA/5C9D: 8B Move vehicle/entity left 3 tiles CA/5C9E: 92 Move vehicle/entity down 5 tiles CA/5C9F: 87 Move vehicle/entity left 2 tiles CA/5CA0: CC Turn vehicle/entity up CA/5CA1: E0 Pause for 4 * 16 (64) frames CA/5CA3: A1 Move vehicle/entity right/down 1x1 tiles CA/5CA4: A1 Move vehicle/entity right/down 1x1 tiles CA/5CA5: 8E Move vehicle/entity down 4 tiles CA/5CA6: 89 Move vehicle/entity right 3 tiles CA/5CA7: CC Turn vehicle/entity up CA/5CA8: FF End queue CA/5CA9: 11 Begin action queue for character $11 (NPC $11), 8 bytes long CA/5CAB: 8D Move vehicle/entity right 4 tiles CA/5CAC: CC Turn vehicle/entity up CA/5CAD: E0 Pause for 4 * 8 (32) frames CA/5CAF: A2 Move vehicle/entity left/down 1x1 tiles CA/5CB0: A2 Move vehicle/entity left/down 1x1 tiles CA/5CB1: CC Turn vehicle/entity up CA/5CB2: FF End queue CA/5CB3: 12 Begin action queue for character $12 (NPC $12), 10 bytes long CA/5CB5: E0 Pause for 4 * 16 (64) frames CA/5CB7: 96 Move vehicle/entity down 6 tiles CA/5CB8: 93 Move vehicle/entity left 5 tiles CA/5CB9: 80 Move vehicle/entity up 1 tile CA/5CBA: E0 Pause for 4 * 48 (192) frames CA/5CBC: 8B Move vehicle/entity left 3 tiles CA/5CBD: CC Turn vehicle/entity up CA/5CBE: FF End queue CA/5CBF: B5 Pause for 15 * 5 (75) units CA/5CC1: B0 Execute the following commands until $B1 6 times CA/5CC3: 53 Modify object color range from [00, 0F]: Do unknown operation (Black) at intensity 3 CA/5CC7: B1 End block of repeating commands CA/5CC8: B5 Pause for 15 * 5 (75) units CA/5CCA: B0 Execute the following commands until $B1 6 times CA/5CCC: 53 Modify object color range from [30, 3F]: Do unknown operation (Black) at intensity 3 CA/5CD0: B1 End block of repeating commands CA/5CD1: B5 Pause for 15 * 7 (105) units CA/5CD3: B0 Execute the following commands until $B1 6 times CA/5CD5: 53 Modify object color range from [10, 1F]: Do unknown operation (Black) at intensity 3 CA/5CD9: B1 End block of repeating commands CA/5CDA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/5CDC: 97 Fade screen to black CA/5CDD: 5C Pause execution until fade in or fade out is complete CA/5CDE: 5F Scroll Layer 3, speed 0 x 0 CA/5CE1: A8 Show floating island soaring into the sky CA/5CE2: 6B Load map $018A (Floating Island, outdoors, with background clouds (normal)) instantly, (upper bits $2400), place party at (52, 20), facing down CA/5CE8: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 240 CA/5CEC: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/5CEE: 42 Hide object $31 CA/5CF0: 42 Hide object $10 CA/5CF2: 96 Restore screen from fade CA/5CF3: 30 Begin action queue for character $30 (Camera), 11 bytes long (Wait until complete) CA/5CF5: C1 Set vehicle/entity's event speed to slow CA/5CF6: A0 Move vehicle/entity right/up 1x1 tiles CA/5CF7: A0 Move vehicle/entity right/up 1x1 tiles CA/5CF8: A0 Move vehicle/entity right/up 1x1 tiles CA/5CF9: A0 Move vehicle/entity right/up 1x1 tiles CA/5CFA: A0 Move vehicle/entity right/up 1x1 tiles CA/5CFB: A0 Move vehicle/entity right/up 1x1 tiles CA/5CFC: A0 Move vehicle/entity right/up 1x1 tiles CA/5CFD: A0 Move vehicle/entity right/up 1x1 tiles CA/5CFE: 9C Move vehicle/entity up 8 tiles CA/5CFF: FF End queue CA/5D00: 94 Pause for 60 units CA/5D01: 1C Begin action queue for character $1C (NPC $1C), 5 bytes long (Wait until complete) CA/5D03: CD Turn vehicle/entity right CA/5D04: E0 Pause for 4 * 2 (8) frames CA/5D06: CE Turn vehicle/entity down CA/5D07: FF End queue CA/5D08: 94 Pause for 60 units CA/5D09: 11 Begin action queue for character $11 (NPC $11), 12 bytes long CA/5D0B: CE Turn vehicle/entity down CA/5D0C: E0 Pause for 4 * 3 (12) frames CA/5D0E: 1D Do vehicle/entity graphical action $1D CA/5D0F: E0 Pause for 4 * 1 (4) frames CA/5D11: 1E Do vehicle/entity graphical action $1E CA/5D12: E0 Pause for 4 * 1 (4) frames CA/5D14: FC Branch 6 bytes backwards ($CA5D0E) CA/5D16: FF End queue CA/5D17: 94 Pause for 60 units CA/5D18: 4B Display dialogue message $0846, wait for button press GESTAHL: Fuwa, ha, ha! Now THIS is power! This, and my Magicite… now nothing can stop me! CA/5D1B: 94 Pause for 60 units CA/5D1C: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 128 CA/5D20: 6A Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")) after fade out, (upper bits $2400), place party at (16, 8), facing down CA/5D26: B2 Call subroutine $CA5D94 CA/5D2A: 41 Show object $00 CA/5D2C: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/5D2E: D5 Set vehicle/entity's position to (16, 8) CA/5D31: CE Turn vehicle/entity down CA/5D32: FF End queue CA/5D33: 39 Free screen CA/5D34: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/5D36: D5 Set vehicle/entity's position to (15, 7) CA/5D39: CE Turn vehicle/entity down CA/5D3A: FF End queue CA/5D3B: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long (Wait until complete) CA/5D3D: D5 Set vehicle/entity's position to (17, 7) CA/5D40: 23 Do vehicle/entity graphical action $23 CA/5D41: FF End queue CA/5D42: 96 Restore screen from fade CA/5D43: 95 Pause for 120 units CA/5D44: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long (Wait until complete) CA/5D46: CE Turn vehicle/entity down CA/5D47: E0 Pause for 4 * 10 (40) frames CA/5D49: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/5D4A: FF End queue CA/5D4B: 4B Display dialogue message $0847, wait for button press (At bottom of screen) STRAGO: The beginning of all magic… TERRA: Those? STRAGO: It is said that they somehow neutralized each other's power, then sealed themselves away… STRAGO: If the 3 statues should ever be moved out of alignment, the resulting inbalance of power would… …rearrange the face of our planet… TERRA: What?! CA/5D4E: 92 Pause for 30 units CA/5D4F: B3 Call subroutine $CAC7FE, 2 times CA/5D54: 5A Fade screen at speed $08 CA/5D56: 5C Pause execution until fade in or fade out is complete CA/5D57: 3E Delete object $06 CA/5D59: 3E Delete object $09 CA/5D5B: B2 Call subroutine $CACB95 CA/5D5F: 3B Position character in a "ready-to-go" stance CA/5D60: D4 Set event bit $1E80($246) [$1EC8, bit 6] CA/5D62: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (249, 126), facing up, party is in the airship CA/5D68: 30 Move vehicle as follows: (go up, turn left), 64 units CA/5D6A: 20 Move vehicle as follows: (go up), 16 units CA/5D6C: E0 Pause for 8 units CA/5D6E: 04 Move vehicle as follows: (move forward), 1 units CA/5D70: E0 Pause for 1 units CA/5D72: 04 Move vehicle as follows: (move forward), 1 units CA/5D74: E0 Pause for 1 units CA/5D76: 04 Move vehicle as follows: (move forward), 1 units CA/5D78: E0 Pause for 8 units CA/5D7A: D2 Load map $0006 (Blackjack, upper deck (general use / "The world is groaning in pain")), position (16, 06), mode $80 CA/5D80: 92 Pause for 30 units CA/5D81: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/5D83: 87 Move vehicle/entity left 2 tiles CA/5D84: FF End queue CA/5D85: D0 Set event bit $1E80($09E) [$1E93, bit 6] CA/5D87: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/5D89: D3 Clear event bit $1E80($1BA) [$1EB7, bit 2] CA/5D8B: B2 Call subroutine $CCE4C2 CA/5D8F: B2 Call subroutine $CAF579 CA/5D93: FE Return CA/5D94: 3D Create object $06 CA/5D96: 3D Create object $09 CA/5D98: 3D Create object $07 CA/5D9A: 3D Create object $08 CA/5D9C: 3D Create object $00 CA/5D9E: 41 Show object $06 CA/5DA0: 41 Show object $07 CA/5DA2: 41 Show object $08 CA/5DA4: 41 Show object $09 CA/5DA6: 41 Show object $00 CA/5DA8: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/5DAA: D5 Set vehicle/entity's position to (16, 6) CA/5DAD: CF Turn vehicle/entity left CA/5DAE: FF End queue CA/5DAF: 06 Begin action queue for character $06 (Actor in stot 6), 5 bytes long CA/5DB1: D5 Set vehicle/entity's position to (17, 5) CA/5DB4: CF Turn vehicle/entity left CA/5DB5: FF End queue CA/5DB6: 07 Begin action queue for character $07 (Actor in stot 7), 5 bytes long CA/5DB8: D5 Set vehicle/entity's position to (18, 7) CA/5DBB: CF Turn vehicle/entity left CA/5DBC: FF End queue CA/5DBD: 08 Begin action queue for character $08 (Actor in stot 8), 5 bytes long CA/5DBF: D5 Set vehicle/entity's position to (19, 6) CA/5DC2: CF Turn vehicle/entity left CA/5DC3: FF End queue CA/5DC4: 09 Begin action queue for character $09 (Actor in stot 9), 5 bytes long (Wait until complete) CA/5DC6: D5 Set vehicle/entity's position to (14, 6) CA/5DC9: CF Turn vehicle/entity left CA/5DCA: FF End queue CA/5DCB: FE Return CA/5DCC: 73 Replace current map's Layer 1 at (6, 0) with the following (7 x 3) chunk, refresh immediately CA/5DD1: $BC, $00, $00, $BC, $00, $00, $BC CA/5DD8: $00, $00, $BC, $00, $00, $BC, $00 CA/5DDF: $00, $5D, $AC, $00, $F0, $07, $AB CA/5DE6: FE Return CA/5DE7: 73 Replace current map's Layer 1 at (7, 6) with the following (5 x 4) chunk, refresh immediately CA/5DEC: $BC, $00, $00, $00, $BC CA/5DF1: $00, $00, $00, $5D, $AC CA/5DF6: $00, $00, $F0, $5D, $4F CA/5DFB: $00, $F0, $F0, $5D, $00 CA/5E00: FE Return CA/5E01: 73 Replace current map's Layer 1 at (9, 10) with the following (4 x 7) chunk, refresh immediately CA/5E06: $4E, $00, $00, $00 CA/5E0A: $00, $00, $00, $5D CA/5E0E: $AC, $00, $00, $00 CA/5E12: $00, $00, $F0, $5D CA/5E16: $AB, $AB, $AB, $4F CA/5E1A: $00, $F0, $F0, $F0 CA/5E1E: $F0, $F0, $3E, $AB CA/5E22: FE Return CA/5E23: AB Invoke game loading screen CA/5E24: C0 If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CA5E2C CA/5E2A: AC Command $AC CA/5E2B: FE Return CA/5E2C: D4 Set event bit $1E80($2FE) [$1EDF, bit 6] CA/5E2E: B2 Call subroutine $CA5E8E CA/5E32: FE Return CA/5E33: A9 Show title screen CA/5E34: 7F Change character $00's name to $1D (????? ) CA/5E37: 40 Assign properties $00 to character $00 (Actor in stot 0) CA/5E3A: 3D Create object $00 CA/5E3C: 3F Assign character $00 (Actor in stot 0) to party 1 CA/5E3F: 37 Assign graphics $00 to object $00 (Actor in stot 0) CA/5E42: 43 Assign palette $02 to character $00 (Actor in stot 0) CA/5E45: D4 Set event bit $1E80($2E0) [$1EDC, bit 0] CA/5E47: D4 Set event bit $1E80($2F0) [$1EDE, bit 0] CA/5E49: 7F Change character $0E's name to $20 (WEDGE ) CA/5E4C: 40 Assign properties $20 to character $0E (Actor in stot 14) CA/5E4F: 3D Create object $0E CA/5E51: 3F Assign character $0E (Actor in stot 14) to party 1 CA/5E54: 37 Assign graphics $0E to object $0E (Actor in stot 14) CA/5E57: 43 Assign palette $01 to character $0E (Actor in stot 14) CA/5E5A: 7F Change character $0F's name to $21 (VICKS ) CA/5E5D: 40 Assign properties $21 to character $0F (Actor in stot 15) CA/5E60: 3D Create object $0F CA/5E62: 3F Assign character $0F (Actor in stot 15) to party 1 CA/5E65: 37 Assign graphics $0E to object $0F (Actor in stot 15) CA/5E68: 43 Assign palette $01 to character $0F (Actor in stot 15) CA/5E6B: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CA/5E70: 46 Make party 1 the current party CA/5E72: 89 Inflict the following status ailments on character $00 (Actor in stot 0): M-Tek CA/5E76: 89 Inflict the following status ailments on character $0E (Actor in stot 14): M-Tek CA/5E7A: 89 Inflict the following status ailments on character $0F (Actor in stot 15): M-Tek CA/5E7E: D2 Set event bit $1E80($10B) [$1EA1, bit 3] CA/5E80: D2 Set event bit $1E80($1E3) [$1EBC, bit 3] CA/5E82: 6C Set parent map to $0000 (World of Balance), parent coordinates to (84, 0), facing down CA/5E88: C0 If ($1E80($2FF) [$1EDF, bit 7] is set), branch to $CA5E23 CA/5E8E: B2 Call subroutine $CC985B CA/5E92: AA Show intro with Magitek Armor walking through snowfields CA/5E93: C0 If ($1E80($2FE) [$1EDF, bit 6] is set), branch to $CC9A4F CA/5E99: C0 If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CA5E33 CA/5E9F: AB Invoke game loading screen CA/5EA0: C0 If ($1E80($2FF) [$1EDF, bit 7] is clear), branch to $CC9A4F CA/5EA6: AC Command $AC CA/5EA7: FE Return CA/5EA8: FE Return CA/5EA9: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA5EB2 CA/5EAE: B2 Call subroutine $CCE566 CA/5EB2: FE Return CA/5EB3: FE Return CA/5EB4: FF CA/5EB5: B0 If ($1E80($10B) [$1EA1, bit 3] is clear), branch to $CA5EB4 CA/5EBB: D2 Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80 CA/5EC1: FE Return CA/5EC2: B0 If ($1E80($10C) [$1EA1, bit 4] is clear), branch to $CA5EB4 CA/5EC8: D2 Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80 CA/5ECE: FE Return CA/5ECF: B0 If ($1E80($079) [$1E8F, bit 1] is set), branch to $CA5EDC CA/5ED5: D2 Load map $00F2 (Vector, outdoors, intact (before the Esper attack)), position (32, 61), mode $80 CA/5EDB: FE Return CA/5EDC: D2 Load map $00FD (Vector, outdoors, trashed (after the Esper attack)), position (32, 61), mode $80 CA/5EE2: FE Return CA/5EE3: B0 If ($1E80($01A) [$1E83, bit 2] is set), branch to $CA5EF0 CA/5EE9: D2 Load map $0048 (Cave to South Figaro, main cave / short tunnel / east exit (WoB pre-Celes)), position (16, 42), mode $80 CA/5EEF: FE Return CA/5EF0: D2 Load map $0045 (Cave to South Figaro, main cave / short tunnel / east exit (WoB post-Celes)), position (16, 42), mode $80 CA/5EF6: FE Return CA/5EF7: C0 If ($1E80($01A) [$1E83, bit 2] is set), branch to $CA5F04 CA/5EFD: 6A Load map $0049 (Cave to South Figaro, recovery spring / up NW stairs (WoB, pre-Celes)) after fade out, (upper bits $0400), place party at (47, 39), facing up CA/5F03: FE Return CA/5F04: 6A Load map $0046 (Cave to South Figaro, recovery spring / up NW stairs (WoB post-Celes)) after fade out, (upper bits $0400), place party at (47, 39), facing up CA/5F0A: FE Return CA/5F0B: B0 If ($1E80($106) [$1EA0, bit 6] is clear), branch to $CA5EB4 CA/5F11: D2 Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80 CA/5F17: FE Return CA/5F18: B0 If ($1E80($0DC) [$1E9B, bit 4] is clear), branch to $CA5EB4 CA/5F1E: D2 Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (28, 42), mode $80 CA/5F24: FE Return CA/5F25: C0 If ($1E80($0CD) [$1E99, bit 5] is set), branch to $CA5F32 CA/5F2B: 6A Load map $0035 (Cave to South Figaro, second cave beyond the turtle (WoR only)) after fade out, (upper bits $0400), place party at (21, 55), facing up CA/5F31: FE Return CA/5F32: 6A Load map $0191 (Cave to Ancient Castle, all caves except save point) after fade out, (upper bits $2400), place party at (42, 5), facing down CA/5F38: FE Return CA/5F39: B9 If ($1E80($0B4) [$1E96, bit 4] is clear) and ($1E80($0B3) [$1E96, bit 3] is clear), branch to $CA5EB4 CA/5F41: D2 Load map $018F (Solitary Island, north cliffs), position (08, 29), mode $80 CA/5F47: FE Return CA/5F48: C0 If ($1E80($110) [$1EA2, bit 0] is set), branch to $CA5F62 CA/5F4E: C0 If ($1E80($057) [$1E8A, bit 7] is set), branch to $CA5F5B CA/5F54: 6A Load map $00EA (Opera House, theater (overture to the opera)) after fade out, (upper bits $0400), place party at (25, 48), facing up CA/5F5A: FE Return CA/5F5B: 6A Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) after fade out, (upper bits $0400), place party at (25, 48), facing up CA/5F61: FE Return CA/5F62: 6A Load map $00E7 (Opera House, theater (opera fight scene / WoR)) after fade out, (upper bits $0400), place party at (25, 48), facing up CA/5F68: FE Return CA/5F69: C0 If ($1E80($110) [$1EA2, bit 0] is set), branch to $CA5F83 CA/5F6F: C0 If ($1E80($057) [$1E8A, bit 7] is set), branch to $CA5F7C CA/5F75: 6A Load map $00EA (Opera House, theater (overture to the opera)) after fade out, (upper bits $0400), place party at (7, 48), facing up CA/5F7B: FE Return CA/5F7C: 6A Load map $00E9 (Opera House, theater (opera dance scene / party onstage with Celes)) after fade out, (upper bits $0400), place party at (7, 48), facing up CA/5F82: FE Return CA/5F83: 6A Load map $00E7 (Opera House, theater (opera fight scene / WoR)) after fade out, (upper bits $0400), place party at (7, 48), facing up CA/5F89: FE Return CA/5F8A: C0 If ($1E80($0B1) [$1E96, bit 1] is set), branch to $CA5EB3 (simply returns) CA/5F90: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/5F92: 8C Move vehicle/entity up 4 tiles CA/5F93: FF End queue CA/5F94: D0 Set event bit $1E80($0B1) [$1E96, bit 1] CA/5F96: B2 Call subroutine $CBA3EC CA/5F9A: FE Return CA/5F9B: 4B Display dialogue message $0B6A, wait for button press You've seen it, haven't you? CA/5F9E: FE Return CA/5F9F: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA5FBA CA/5FA5: DE Load CaseWord with the characters in the currently active party? CA/5FA6: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CA71BA CA/5FAC: 4B Display dialogue message $0B68, wait for button press It doesn't look like it, but this castle incorporates some of the most high-tech devices in existence. For example, … CA/5FAF: 91 Pause for 15 units CA/5FB0: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA5F9B CA/5FB6: 4B Display dialogue message $0B69, wait for button press Oops…they're all top-secret! CA/5FB9: FE Return CA/5FBA: B2 Call subroutine $CACA8D CA/5FBE: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/5FC0: CE Turn vehicle/entity down CA/5FC1: FF End queue CA/5FC2: 4B Display dialogue message $0093, wait for button press EDGAR: Get ready…! SOLDIER: Yes, Sir! CA/5FC5: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/5FC7: CC Turn vehicle/entity up CA/5FC8: FF End queue CA/5FC9: 91 Pause for 15 units CA/5FCA: B2 Call subroutine $CAD037 CA/5FCE: 91 Pause for 15 units CA/5FCF: 13 Begin action queue for character $13 (NPC $13), 4 bytes long (Wait until complete) CA/5FD1: C3 Set vehicle/entity's event speed to fast CA/5FD2: 84 Move vehicle/entity up 2 tiles CA/5FD3: D1 Make vehicle/entity disappear CA/5FD4: FF End queue CA/5FD5: 45 Refresh objects CA/5FD6: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/5FD8: 9C Move vehicle/entity up 8 tiles CA/5FD9: FF End queue CA/5FDA: 4B Display dialogue message $0094, wait for button press KEFKA: Changed your mind…? CA/5FDD: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/5FDF: CE Turn vehicle/entity down CA/5FE0: E0 Pause for 4 * 16 (64) frames CA/5FE2: 23 Do vehicle/entity graphical action $23 CA/5FE3: FF End queue CA/5FE4: 4B Display dialogue message $0095, wait for button press EDGAR: I guess I have no choice… CA/5FE7: 3D Create object $1B CA/5FE9: 3D Create object $1D CA/5FEB: 3D Create object $1E CA/5FED: 3D Create object $00 CA/5FEF: 3D Create object $01 CA/5FF1: 3F Assign character $01 (Actor in stot 1) to party 1 CA/5FF4: 3F Assign character $00 (Actor in stot 0) to party 1 CA/5FF7: 45 Refresh objects CA/5FF8: 1B Begin action queue for character $1B (NPC $1B), 6 bytes long CA/5FFA: C8 Set object layering priority to 2 (low nibble 2) CA/5FFC: D5 Set vehicle/entity's position to (39, 22) CA/5FFF: FF End queue CA/6000: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/6002: D5 Set vehicle/entity's position to (17, 24) CA/6005: C3 Set vehicle/entity's event speed to fast CA/6006: FF End queue CA/6007: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/6009: D5 Set vehicle/entity's position to (19, 24) CA/600C: C3 Set vehicle/entity's event speed to fast CA/600D: FF End queue CA/600E: 41 Show object $01 CA/6010: 41 Show object $00 CA/6012: 41 Show object $1E CA/6014: 45 Refresh objects CA/6015: 44 Place character $1E (NPC $1E) on vehicle $20 (Chocobo) (Character is not shown) CA/6018: 44 Place character $01 (Actor in stot 1) on vehicle $20 (Chocobo) (Character is not shown) CA/601B: 44 Place character $00 (Actor in stot 0) on vehicle $20 (Chocobo) (Character is not shown) CA/601E: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/6020: E0 Pause for 4 * 8 (32) frames CA/6022: 8C Move vehicle/entity up 4 tiles CA/6023: 8F Move vehicle/entity left 4 tiles CA/6024: FF End queue CA/6025: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete) CA/6027: C3 Set vehicle/entity's event speed to fast CA/6028: C8 Set object layering priority to 2 (low nibble 2) CA/602A: 9B Move vehicle/entity left 7 tiles CA/602B: E0 Pause for 4 * 6 (24) frames CA/602D: C2 Set vehicle/entity's event speed to normal CA/602E: DC Make vehicle/entity jump (low) CA/602F: 83 Move vehicle/entity left 1 tile CA/6030: 09 Do vehicle/entity graphical action $09 (kneeling) CA/6031: FF End queue CA/6032: 91 Pause for 15 units CA/6033: F4 Play sound effect 184 CA/6035: B4 Pause for 2 units CA/6037: F4 Play sound effect 184 CA/6039: 91 Pause for 15 units CA/603A: 41 Show object $1B CA/603C: 41 Show object $1D CA/603E: 45 Refresh objects CA/603F: F0 Play song 13 (Locke), (high bit clear), full volume CA/6041: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CA/6043: 90 Move vehicle/entity up 5 tiles CA/6044: FF End queue CA/6045: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/6047: 90 Move vehicle/entity up 5 tiles CA/6048: FF End queue CA/6049: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long CA/604B: 90 Move vehicle/entity up 5 tiles CA/604C: FF End queue CA/604D: 04 Begin action queue for character $04 (Actor in stot 4), 10 bytes long CA/604F: E0 Pause for 4 * 2 (8) frames CA/6051: C7 Set vehicle/entity to stay still when moving CA/6052: 17 Do vehicle/entity graphical action $17 CA/6053: DD Make vehicle/entity jump (high) CA/6054: 87 Move vehicle/entity left 2 tiles CA/6055: C6 Set vehicle/entity to walk when moving CA/6056: CC Turn vehicle/entity up CA/6057: C3 Set vehicle/entity's event speed to fast CA/6058: FF End queue CA/6059: 91 Pause for 15 units CA/605A: F4 Play sound effect 40 CA/605C: 35 Pause execution until action queue for object $04 (Actor in stot 4) is complete CA/605E: 42 Hide object $1E CA/6060: 45 Refresh objects CA/6061: 44 Place character $04 (Actor in stot 4) on vehicle $20 (Chocobo) (Character is shown) CA/6064: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/6066: 80 Move vehicle/entity up 1 tile CA/6067: FF End queue CA/6068: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/606A: 88 Move vehicle/entity up 3 tiles CA/606B: FF End queue CA/606C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/606E: 88 Move vehicle/entity up 3 tiles CA/606F: FF End queue CA/6070: 4B Display dialogue message $0096, wait for button press EDGAR: Or maybe I do! CA/6073: 38 Hold screen CA/6074: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/6076: C2 Set vehicle/entity's event speed to normal CA/6077: 8D Move vehicle/entity right 4 tiles CA/6078: FF End queue CA/6079: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/607B: C8 Set object layering priority to 0 (low nibble 0) CA/607D: 88 Move vehicle/entity up 3 tiles CA/607E: 85 Move vehicle/entity right 2 tiles CA/607F: FF End queue CA/6080: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long CA/6082: 88 Move vehicle/entity up 3 tiles CA/6083: A4 Move vehicle/entity right/up 1x2 tiles CA/6084: 81 Move vehicle/entity right 1 tile CA/6085: C8 Set object layering priority to 0 (low nibble 0) CA/6087: FF End queue CA/6088: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/608A: 88 Move vehicle/entity up 3 tiles CA/608B: CD Turn vehicle/entity right CA/608C: C8 Set object layering priority to 0 (low nibble 0) CA/608E: FF End queue CA/608F: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/6091: E0 Pause for 4 * 8 (32) frames CA/6093: CE Turn vehicle/entity down CA/6094: FF End queue CA/6095: 91 Pause for 15 units CA/6096: B0 Execute the following commands until $B1 4 times CA/6098: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/609A: 1D Do vehicle/entity graphical action $1D CA/609B: FF End queue CA/609C: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/609E: 1E Do vehicle/entity graphical action $1E CA/609F: FF End queue CA/60A0: B1 End block of repeating commands CA/60A1: 92 Pause for 30 units CA/60A2: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/60A4: CF Turn vehicle/entity left CA/60A5: E0 Pause for 4 * 1 (4) frames CA/60A7: CC Turn vehicle/entity up CA/60A8: FF End queue CA/60A9: 35 Pause execution until action queue for object $30 (Camera) is complete CA/60AB: 4B Display dialogue message $0097, wait for button press (At bottom of screen) KEFKA: Ackk! Shameful that a king should flee, leaving his people behind! How utterly delightful! CA/60AE: 42 Hide object $10 CA/60B0: 45 Refresh objects CA/60B1: B2 Call subroutine $CAD05B CA/60B5: 78 Enable ability to pass through other objects for object $1B (NPC $1B) CA/60B7: 78 Enable ability to pass through other objects for object $1D (NPC $1D) CA/60B9: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/60BB: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/60BD: 14 Begin action queue for character $14 (NPC $14), 10 bytes long CA/60BF: C8 Set object layering priority to 3 (low nibble 3) CA/60C1: E0 Pause for 4 * 8 (32) frames CA/60C3: 8D Move vehicle/entity right 4 tiles CA/60C4: 9E Move vehicle/entity down 8 tiles CA/60C5: 9E Move vehicle/entity down 8 tiles CA/60C6: 92 Move vehicle/entity down 5 tiles CA/60C7: 8E Move vehicle/entity down 4 tiles CA/60C8: FF End queue CA/60C9: 04 Begin action queue for character $04 (Actor in stot 4), 24 bytes long CA/60CB: E0 Pause for 4 * 8 (32) frames CA/60CD: 91 Move vehicle/entity right 5 tiles CA/60CE: D5 Set vehicle/entity's position to (0, 0) CA/60D1: E0 Pause for 4 * 5 (20) frames CA/60D3: D5 Set vehicle/entity's position to (30, 11) CA/60D6: 95 Move vehicle/entity right 6 tiles CA/60D7: 85 Move vehicle/entity right 2 tiles CA/60D8: 9E Move vehicle/entity down 8 tiles CA/60D9: 9E Move vehicle/entity down 8 tiles CA/60DA: 9E Move vehicle/entity down 8 tiles CA/60DB: 86 Move vehicle/entity down 2 tiles CA/60DC: A2 Move vehicle/entity left/down 1x1 tiles CA/60DD: A2 Move vehicle/entity left/down 1x1 tiles CA/60DE: 8E Move vehicle/entity down 4 tiles CA/60DF: A2 Move vehicle/entity left/down 1x1 tiles CA/60E0: A2 Move vehicle/entity left/down 1x1 tiles CA/60E1: 97 Move vehicle/entity left 6 tiles CA/60E2: FF End queue CA/60E3: 01 Begin action queue for character $01 (Actor in stot 1), 26 bytes long CA/60E5: E0 Pause for 4 * 12 (48) frames CA/60E7: 95 Move vehicle/entity right 6 tiles CA/60E8: D5 Set vehicle/entity's position to (0, 0) CA/60EB: E0 Pause for 4 * 5 (20) frames CA/60ED: D5 Set vehicle/entity's position to (30, 12) CA/60F0: 91 Move vehicle/entity right 5 tiles CA/60F1: 85 Move vehicle/entity right 2 tiles CA/60F2: 9E Move vehicle/entity down 8 tiles CA/60F3: 9A Move vehicle/entity down 7 tiles CA/60F4: C9 Place object on vehicle $A02 [to decode later] CA/60F6: 9A Move vehicle/entity down 7 tiles CA/60F7: 82 Move vehicle/entity down 1 tile CA/60F8: A2 Move vehicle/entity left/down 1x1 tiles CA/60F9: A2 Move vehicle/entity left/down 1x1 tiles CA/60FA: 8E Move vehicle/entity down 4 tiles CA/60FB: A2 Move vehicle/entity left/down 1x1 tiles CA/60FC: A2 Move vehicle/entity left/down 1x1 tiles CA/60FD: 8B Move vehicle/entity left 3 tiles CA/60FE: FF End queue CA/60FF: 00 Begin action queue for character $00 (Actor in stot 0), 30 bytes long CA/6101: E0 Pause for 4 * 10 (40) frames CA/6103: 95 Move vehicle/entity right 6 tiles CA/6104: D5 Set vehicle/entity's position to (0, 0) CA/6107: E0 Pause for 4 * 7 (28) frames CA/6109: D5 Set vehicle/entity's position to (31, 10) CA/610C: 8D Move vehicle/entity right 4 tiles CA/610D: 81 Move vehicle/entity right 1 tile CA/610E: A1 Move vehicle/entity right/down 1x1 tiles CA/610F: A1 Move vehicle/entity right/down 1x1 tiles CA/6110: A1 Move vehicle/entity right/down 1x1 tiles CA/6111: 9E Move vehicle/entity down 8 tiles CA/6112: 96 Move vehicle/entity down 6 tiles CA/6113: C9 Place object on vehicle $A02 [to decode later] CA/6115: 9E Move vehicle/entity down 8 tiles CA/6116: 8A Move vehicle/entity down 3 tiles CA/6117: A2 Move vehicle/entity left/down 1x1 tiles CA/6118: A2 Move vehicle/entity left/down 1x1 tiles CA/6119: 8E Move vehicle/entity down 4 tiles CA/611A: A2 Move vehicle/entity left/down 1x1 tiles CA/611B: A2 Move vehicle/entity left/down 1x1 tiles CA/611C: A2 Move vehicle/entity left/down 1x1 tiles CA/611D: 93 Move vehicle/entity left 5 tiles CA/611E: FF End queue CA/611F: 30 Begin action queue for character $30 (Camera), 24 bytes long CA/6121: 9D Move vehicle/entity right 8 tiles CA/6122: 81 Move vehicle/entity right 1 tile CA/6123: A1 Move vehicle/entity right/down 1x1 tiles CA/6124: A1 Move vehicle/entity right/down 1x1 tiles CA/6125: A1 Move vehicle/entity right/down 1x1 tiles CA/6126: A1 Move vehicle/entity right/down 1x1 tiles CA/6127: A1 Move vehicle/entity right/down 1x1 tiles CA/6128: A1 Move vehicle/entity right/down 1x1 tiles CA/6129: A1 Move vehicle/entity right/down 1x1 tiles CA/612A: 86 Move vehicle/entity down 2 tiles CA/612B: C3 Set vehicle/entity's event speed to fast CA/612C: 9E Move vehicle/entity down 8 tiles CA/612D: A2 Move vehicle/entity left/down 1x1 tiles CA/612E: A2 Move vehicle/entity left/down 1x1 tiles CA/612F: A2 Move vehicle/entity left/down 1x1 tiles CA/6130: A2 Move vehicle/entity left/down 1x1 tiles CA/6131: C2 Set vehicle/entity's event speed to normal CA/6132: A2 Move vehicle/entity left/down 1x1 tiles CA/6133: A2 Move vehicle/entity left/down 1x1 tiles CA/6134: A2 Move vehicle/entity left/down 1x1 tiles CA/6135: A2 Move vehicle/entity left/down 1x1 tiles CA/6136: A2 Move vehicle/entity left/down 1x1 tiles CA/6137: 83 Move vehicle/entity left 1 tile CA/6138: FF End queue CA/6139: 1B Begin action queue for character $1B (NPC $1B), 24 bytes long CA/613B: C8 Set object layering priority to 2 (low nibble 2) CA/613D: E0 Pause for 4 * 52 (208) frames CA/613F: C3 Set vehicle/entity's event speed to fast CA/6140: 87 Move vehicle/entity left 2 tiles CA/6141: CC Turn vehicle/entity up CA/6142: E0 Pause for 4 * 4 (16) frames CA/6144: 82 Move vehicle/entity down 1 tile CA/6145: E0 Pause for 4 * 2 (8) frames CA/6147: C7 Set vehicle/entity to stay still when moving CA/6148: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/6149: C2 Set vehicle/entity's event speed to normal CA/614A: DD Make vehicle/entity jump (high) CA/614B: 86 Move vehicle/entity down 2 tiles CA/614C: C3 Set vehicle/entity's event speed to fast CA/614D: 86 Move vehicle/entity down 2 tiles CA/614E: D5 Set vehicle/entity's position to (0, 0) CA/6151: C6 Set vehicle/entity to walk when moving CA/6152: FF End queue CA/6153: 1D Begin action queue for character $1D (NPC $1D), 24 bytes long CA/6155: C8 Set object layering priority to 2 (low nibble 2) CA/6157: E0 Pause for 4 * 52 (208) frames CA/6159: C3 Set vehicle/entity's event speed to fast CA/615A: 83 Move vehicle/entity left 1 tile CA/615B: CC Turn vehicle/entity up CA/615C: E0 Pause for 4 * 4 (16) frames CA/615E: 82 Move vehicle/entity down 1 tile CA/615F: E0 Pause for 4 * 3 (12) frames CA/6161: C7 Set vehicle/entity to stay still when moving CA/6162: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/6163: C2 Set vehicle/entity's event speed to normal CA/6164: DD Make vehicle/entity jump (high) CA/6165: 86 Move vehicle/entity down 2 tiles CA/6166: C3 Set vehicle/entity's event speed to fast CA/6167: 86 Move vehicle/entity down 2 tiles CA/6168: D5 Set vehicle/entity's position to (0, 0) CA/616B: C6 Set vehicle/entity to walk when moving CA/616C: FF End queue CA/616D: 94 Pause for 60 units CA/616E: 4B Display dialogue message $0098, wait for button press (At bottom of screen) EDGAR: Jump! CA/6171: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CA/6173: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/6175: CC Turn vehicle/entity up CA/6176: FF End queue CA/6177: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/6179: CC Turn vehicle/entity up CA/617A: FF End queue CA/617B: 35 Pause execution until action queue for object $30 (Camera) is complete CA/617D: 4B Display dialogue message $009A, wait for button press EDGAR: OK! Dive now!!! CA/6180: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CA/6182: 8F Move vehicle/entity left 4 tiles CA/6183: CE Turn vehicle/entity down CA/6184: FF End queue CA/6185: 4B Display dialogue message $0099, wait for button press LOCKE: Yahoooo! CA/6188: 04 Begin action queue for character $04 (Actor in stot 4), 7 bytes long CA/618A: A2 Move vehicle/entity left/down 1x1 tiles CA/618B: A2 Move vehicle/entity left/down 1x1 tiles CA/618C: A2 Move vehicle/entity left/down 1x1 tiles CA/618D: A2 Move vehicle/entity left/down 1x1 tiles CA/618E: A2 Move vehicle/entity left/down 1x1 tiles CA/618F: A2 Move vehicle/entity left/down 1x1 tiles CA/6190: FF End queue CA/6191: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CA/6193: E0 Pause for 4 * 1 (4) frames CA/6195: A8 Move vehicle/entity left/down 1x2 tiles CA/6196: A8 Move vehicle/entity left/down 1x2 tiles CA/6197: A8 Move vehicle/entity left/down 1x2 tiles CA/6198: A8 Move vehicle/entity left/down 1x2 tiles CA/6199: FF End queue CA/619A: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/619C: E0 Pause for 4 * 2 (8) frames CA/619E: A9 Move vehicle/entity left/down 2x1 tiles CA/619F: A9 Move vehicle/entity left/down 2x1 tiles CA/61A0: A9 Move vehicle/entity left/down 2x1 tiles CA/61A1: A9 Move vehicle/entity left/down 2x1 tiles CA/61A2: FF End queue CA/61A3: B0 Execute the following commands until $B1 2 times CA/61A5: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/61A7: 13 Do vehicle/entity graphical action $13 CA/61A8: FF End queue CA/61A9: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/61AB: CE Turn vehicle/entity down CA/61AC: FF End queue CA/61AD: B1 End block of repeating commands CA/61AE: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/61B0: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CA/61B2: F4 Play sound effect 165 CA/61B4: F6 Subcommand $82: Change volume of currently playing sound effect to $C0, transition time 0 CA/61B8: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/61BA: C7 Set vehicle/entity to stay still when moving CA/61BB: DC Make vehicle/entity jump (low) CA/61BC: CE Turn vehicle/entity down CA/61BD: 1F Do vehicle/entity graphical action $1F CA/61BE: FF End queue CA/61BF: 58 Shake screen ($F7): (Intensity: 3)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/61C1: B5 Pause for 15 * 6 (90) units CA/61C3: F6 Subcommand $82: Change volume of currently playing sound effect to $70, transition time 64 CA/61C7: 6A Load map $0036 (Figaro Castle, outdoors, "Figaro submerge mode engaged!") after fade out, (upper bits $0400), place party at (13, 24), facing up CA/61CD: B2 Call subroutine $CAD4BE CA/61D1: 42 Hide object $31 CA/61D3: 96 Restore screen from fade CA/61D4: 58 Shake screen ($F5): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/61D6: 5C Pause execution until fade in or fade out is complete CA/61D7: 91 Pause for 15 units CA/61D8: 11 Begin action queue for character $11 (NPC $11), 7 bytes long CA/61DA: CC Turn vehicle/entity up CA/61DB: E0 Pause for 4 * 2 (8) frames CA/61DD: DC Make vehicle/entity jump (low) CA/61DE: 80 Move vehicle/entity up 1 tile CA/61DF: D1 Make vehicle/entity disappear CA/61E0: FF End queue CA/61E1: 5D Scroll Layer 1, speed 246 x 0 CA/61E4: B5 Pause for 15 * 7 (105) units CA/61E6: B4 Pause for 7 units CA/61E8: 5D Scroll Layer 1, speed 0 x 0 CA/61EB: 73 Replace current map's Layer 1 at (16, 19) with the following (12 x 5) chunk, refresh immediately CA/61F0: $D9, $D9, $F5, $D9, $F5, $00, $00, $00, $00, $D9, $00, $45 CA/61FC: $36, $51, $51, $00, $F1, $43, $60, $60, $00, $F9, $3A, $3B CA/6208: $3C, $00, $55, $0B, $0C, $0D, $00, $55, $1B, $1C, $1D, $00 CA/6214: $78, $D2, $C2, $C2, $00, $C2, $C2, $C2, $C2, $00, $57, $58 CA/6220: $51, $28, $D9, $67, $68, $60, $38, $D9, $74, $75, $E7, $38 CA/622C: 12 Begin action queue for character $12 (NPC $12), 14 bytes long CA/622E: E0 Pause for 4 * 20 (80) frames CA/6230: 84 Move vehicle/entity up 2 tiles CA/6231: CD Turn vehicle/entity right CA/6232: E0 Pause for 4 * 6 (24) frames CA/6234: 98 Move vehicle/entity up 7 tiles CA/6235: D5 Set vehicle/entity's position to (28, 8) CA/6238: CE Turn vehicle/entity down CA/6239: C8 Set object layering priority to 2 (low nibble 2) CA/623B: FF End queue CA/623C: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/623E: C3 Set vehicle/entity's event speed to fast CA/623F: 95 Move vehicle/entity right 6 tiles CA/6240: 9D Move vehicle/entity right 8 tiles CA/6241: 9D Move vehicle/entity right 8 tiles CA/6242: 9D Move vehicle/entity right 8 tiles CA/6243: FF End queue CA/6244: 93 Pause for 45 units CA/6245: 48 Display dialogue message $009B, continue executing commands SOLDIER: Figaro Submerge Mode engaged! CA/6248: 35 Pause execution until action queue for object $30 (Camera) is complete CA/624A: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/624C: CC Turn vehicle/entity up CA/624D: E0 Pause for 4 * 2 (8) frames CA/624F: DC Make vehicle/entity jump (low) CA/6250: 80 Move vehicle/entity up 1 tile CA/6251: D1 Make vehicle/entity disappear CA/6252: FF End queue CA/6253: 5D Scroll Layer 1, speed 10 x 0 CA/6256: B5 Pause for 15 * 7 (105) units CA/6258: B4 Pause for 1 units CA/625A: 5D Scroll Layer 1, speed 0 x 0 CA/625D: 73 Replace current map's Layer 1 at (32, 16) with the following (1 x 4) chunk, refresh immediately CA/6262: $C3 CA/6263: $C3 CA/6264: $C3 CA/6265: $C3 CA/6266: 73 Replace current map's Layer 1 at (32, 21) with the following (7 x 5) chunk, refresh immediately CA/626B: $36, $51, $51, $44, $00, $43, $60 CA/6272: $60, $F0, $00, $3A, $3B, $3C, $F8 CA/6279: $00, $0B, $0C, $0D, $54, $00, $1B CA/6280: $1C, $1D, $54, $00, $D2, $C2, $C2 CA/6287: $77, $00, $00, $F4, $C2, $C2, $00 CA/628E: 30 Begin action queue for character $30 (Camera), 14 bytes long (Wait until complete) CA/6290: 8C Move vehicle/entity up 4 tiles CA/6291: A3 Move vehicle/entity left/up 1x1 tiles CA/6292: A3 Move vehicle/entity left/up 1x1 tiles CA/6293: A3 Move vehicle/entity left/up 1x1 tiles CA/6294: A3 Move vehicle/entity left/up 1x1 tiles CA/6295: A3 Move vehicle/entity left/up 1x1 tiles CA/6296: A3 Move vehicle/entity left/up 1x1 tiles CA/6297: A3 Move vehicle/entity left/up 1x1 tiles CA/6298: A3 Move vehicle/entity left/up 1x1 tiles CA/6299: A3 Move vehicle/entity left/up 1x1 tiles CA/629A: AA Move vehicle/entity left/up 2x1 tiles CA/629B: AA Move vehicle/entity left/up 2x1 tiles CA/629C: AA Move vehicle/entity left/up 2x1 tiles CA/629D: FF End queue CA/629E: B2 Call subroutine $CA652B CA/62A2: 4B Display dialogue message $009C, wait for button press (At bottom of screen) CHANCELLOR: No one can touch the people of Figaro! CA/62A5: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 32 CA/62A9: 58 Shake screen ($F7): (Intensity: 3)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/62AB: 12 Begin action queue for character $12 (NPC $12), 9 bytes long CA/62AD: E0 Pause for 4 * 8 (32) frames CA/62AF: CC Turn vehicle/entity up CA/62B0: E0 Pause for 4 * 6 (24) frames CA/62B2: C2 Set vehicle/entity's event speed to normal CA/62B3: 80 Move vehicle/entity up 1 tile CA/62B4: D1 Make vehicle/entity disappear CA/62B5: FF End queue CA/62B6: 58 Shake screen ($F5): (Intensity: 1)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/62B8: 5D Scroll Layer 1, speed 0 x 246 CA/62BB: B5 Pause for 15 * 11 (165) units CA/62BD: 97 Fade screen to black CA/62BE: 5C Pause execution until fade in or fade out is complete CA/62BF: 5D Scroll Layer 1, speed 0 x 0 CA/62C2: D3 Clear event bit $1E80($10B) [$1EA1, bit 3] CA/62C4: 6B Load map $0000 (World of Balance) instantly, (upper bits $0400), place party at (64, 76), facing up CA/62CA: DD Show mini-map CA/62CB: D1 Make vehicle/entity disappear CA/62CC: FD Show Figaro Castle submerging CA/62CD: E0 Pause for 4 * 16 (64) units CA/62CF: D2 Load map $0037 (Figaro Castle, outdoors (both worlds and ending)), position (32, 51), mode $40 CA/62D5: 41 Show object $31 CA/62D7: 42 Hide object $15 CA/62D9: 42 Hide object $16 CA/62DB: 1F Begin action queue for character $1F (NPC $1F), 4 bytes long CA/62DD: D5 Set vehicle/entity's position to (37, 44) CA/62E0: FF End queue CA/62E1: 20 Begin action queue for character $20 (NPC $20), 4 bytes long CA/62E3: D5 Set vehicle/entity's position to (43, 44) CA/62E6: FF End queue CA/62E7: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/62E9: D5 Set vehicle/entity's position to (22, 51) CA/62EC: FF End queue CA/62ED: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long CA/62EF: D5 Set vehicle/entity's position to (21, 52) CA/62F2: FF End queue CA/62F3: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CA/62F5: D5 Set vehicle/entity's position to (22, 53) CA/62F8: FF End queue CA/62F9: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/62FB: D5 Set vehicle/entity's position to (31, 49) CA/62FE: 28 Do vehicle/entity graphical action $28 CA/62FF: FF End queue CA/6300: 96 Restore screen from fade CA/6301: 95 Pause for 120 units CA/6302: F6 Subcommand $82: Change volume of currently playing sound effect to $00, transition time 128 CA/6306: 58 Shake screen ($F6): (Intensity: 2)) (Permanance and ???: 1)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/6308: B5 Pause for 15 * 6 (90) units CA/630A: 58 Shake screen ($F8): (Intensity: 0)) (Permanance and ???: 2)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/630C: 94 Pause for 60 units CA/630D: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/630F: 09 Do vehicle/entity graphical action $09 (kneeling) CA/6310: E0 Pause for 4 * 4 (16) frames CA/6312: 20 Do vehicle/entity graphical action $20 CA/6313: FF End queue CA/6314: 92 Pause for 30 units CA/6315: B0 Execute the following commands until $B1 4 times CA/6317: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6319: 23 Do vehicle/entity graphical action $23 CA/631A: FF End queue CA/631B: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/631D: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/631E: FF End queue CA/631F: B1 End block of repeating commands CA/6320: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6322: 18 Do vehicle/entity graphical action $18 CA/6323: FF End queue CA/6324: 92 Pause for 30 units CA/6325: 4B Display dialogue message $009E, wait for button press (At bottom of screen) KEFKA: Go!! GET THEM! CA/6328: 14 Begin action queue for character $14 (NPC $14), 14 bytes long CA/632A: E0 Pause for 4 * 3 (12) frames CA/632C: CE Turn vehicle/entity down CA/632D: E0 Pause for 4 * 2 (8) frames CA/632F: 59 Do vehicle/entity graphical action $19, flipped horizontally CA/6330: E0 Pause for 4 * 1 (4) frames CA/6332: 5A Do vehicle/entity graphical action $1A, flipped horizontally CA/6333: E0 Pause for 4 * 1 (4) frames CA/6335: FC Branch 6 bytes backwards ($CA632F) CA/6337: FF End queue CA/6338: 20 Begin action queue for character $20 (NPC $20), 12 bytes long CA/633A: C3 Set vehicle/entity's event speed to fast CA/633B: A2 Move vehicle/entity left/down 1x1 tiles CA/633C: A2 Move vehicle/entity left/down 1x1 tiles CA/633D: A8 Move vehicle/entity left/down 1x2 tiles CA/633E: A9 Move vehicle/entity left/down 2x1 tiles CA/633F: A9 Move vehicle/entity left/down 2x1 tiles CA/6340: A9 Move vehicle/entity left/down 2x1 tiles CA/6341: A9 Move vehicle/entity left/down 2x1 tiles CA/6342: 9F Move vehicle/entity left 8 tiles CA/6343: 9F Move vehicle/entity left 8 tiles CA/6344: 9B Move vehicle/entity left 7 tiles CA/6345: FF End queue CA/6346: 1F Begin action queue for character $1F (NPC $1F), 16 bytes long CA/6348: C3 Set vehicle/entity's event speed to fast CA/6349: A8 Move vehicle/entity left/down 1x2 tiles CA/634A: A8 Move vehicle/entity left/down 1x2 tiles CA/634B: A8 Move vehicle/entity left/down 1x2 tiles CA/634C: A2 Move vehicle/entity left/down 1x1 tiles CA/634D: A9 Move vehicle/entity left/down 2x1 tiles CA/634E: A9 Move vehicle/entity left/down 2x1 tiles CA/634F: 83 Move vehicle/entity left 1 tile CA/6350: AA Move vehicle/entity left/up 2x1 tiles CA/6351: AA Move vehicle/entity left/up 2x1 tiles CA/6352: C2 Set vehicle/entity's event speed to normal CA/6353: 93 Move vehicle/entity left 5 tiles CA/6354: C3 Set vehicle/entity's event speed to fast CA/6355: 9F Move vehicle/entity left 8 tiles CA/6356: 83 Move vehicle/entity left 1 tile CA/6357: FF End queue CA/6358: 30 Begin action queue for character $30 (Camera), 11 bytes long CA/635A: C0 Set vehicle/entity's event speed to slowest CA/635B: 83 Move vehicle/entity left 1 tile CA/635C: C1 Set vehicle/entity's event speed to slow CA/635D: 83 Move vehicle/entity left 1 tile CA/635E: C2 Set vehicle/entity's event speed to normal CA/635F: 83 Move vehicle/entity left 1 tile CA/6360: C3 Set vehicle/entity's event speed to fast CA/6361: 9F Move vehicle/entity left 8 tiles CA/6362: 9F Move vehicle/entity left 8 tiles CA/6363: 87 Move vehicle/entity left 2 tiles CA/6364: FF End queue CA/6365: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long CA/6367: C2 Set vehicle/entity's event speed to normal CA/6368: E0 Pause for 4 * 12 (48) frames CA/636A: 9F Move vehicle/entity left 8 tiles CA/636B: 9B Move vehicle/entity left 7 tiles CA/636C: FF End queue CA/636D: 01 Begin action queue for character $01 (Actor in stot 1), 6 bytes long CA/636F: C2 Set vehicle/entity's event speed to normal CA/6370: E0 Pause for 4 * 12 (48) frames CA/6372: 9F Move vehicle/entity left 8 tiles CA/6373: 9B Move vehicle/entity left 7 tiles CA/6374: FF End queue CA/6375: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long CA/6377: C2 Set vehicle/entity's event speed to normal CA/6378: E0 Pause for 4 * 12 (48) frames CA/637A: 9F Move vehicle/entity left 8 tiles CA/637B: 9B Move vehicle/entity left 7 tiles CA/637C: FF End queue CA/637D: 35 Pause execution until action queue for object $20 (NPC $20) is complete CA/637F: B8 Set bit $1DC9($41) [$1DD1, bit 1] CA/6381: 35 Pause execution until action queue for object $30 (Camera) is complete CA/6383: 4D Invoke battle, enemy set $41, background $02 (Desert), (mosaic effect enabled), (swoosh sound enabled) CA/6386: B2 Call subroutine $CA5EA9 CA/638A: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/638C: 6B Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) instantly, (upper bits $2400), place party at (35, 50), facing down CA/6392: 3D Create object $14 CA/6394: 41 Show object $14 CA/6396: 45 Refresh objects CA/6397: 14 Begin action queue for character $14 (NPC $14), 4 bytes long CA/6399: D5 Set vehicle/entity's position to (44, 49) CA/639C: FF End queue CA/639D: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/639F: C3 Set vehicle/entity's event speed to fast CA/63A0: D5 Set vehicle/entity's position to (34, 47) CA/63A3: FF End queue CA/63A4: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/63A6: C3 Set vehicle/entity's event speed to fast CA/63A7: D5 Set vehicle/entity's position to (35, 46) CA/63AA: FF End queue CA/63AB: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/63AD: C3 Set vehicle/entity's event speed to fast CA/63AE: D5 Set vehicle/entity's position to (36, 48) CA/63B1: FF End queue CA/63B2: 96 Restore screen from fade CA/63B3: 14 Begin action queue for character $14 (NPC $14), 18 bytes long CA/63B5: CF Turn vehicle/entity left CA/63B6: E0 Pause for 4 * 120 (480) frames CA/63B8: CE Turn vehicle/entity down CA/63B9: E0 Pause for 4 * 12 (48) frames CA/63BB: CD Turn vehicle/entity right CA/63BC: E0 Pause for 4 * 6 (24) frames CA/63BE: C7 Set vehicle/entity to stay still when moving CA/63BF: DC Make vehicle/entity jump (low) CA/63C0: CD Turn vehicle/entity right CA/63C1: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/63C2: E0 Pause for 4 * 3 (12) frames CA/63C4: FC Branch 5 bytes backwards ($CA63BF) CA/63C6: FF End queue CA/63C7: 30 Begin action queue for character $30 (Camera), 16 bytes long CA/63C9: C3 Set vehicle/entity's event speed to fast CA/63CA: 9F Move vehicle/entity left 8 tiles CA/63CB: 9F Move vehicle/entity left 8 tiles CA/63CC: C2 Set vehicle/entity's event speed to normal CA/63CD: 8B Move vehicle/entity left 3 tiles CA/63CE: C1 Set vehicle/entity's event speed to slow CA/63CF: 83 Move vehicle/entity left 1 tile CA/63D0: 81 Move vehicle/entity right 1 tile CA/63D1: C2 Set vehicle/entity's event speed to normal CA/63D2: 81 Move vehicle/entity right 1 tile CA/63D3: C3 Set vehicle/entity's event speed to fast CA/63D4: 9D Move vehicle/entity right 8 tiles CA/63D5: 9D Move vehicle/entity right 8 tiles CA/63D6: 9D Move vehicle/entity right 8 tiles CA/63D7: 89 Move vehicle/entity right 3 tiles CA/63D8: FF End queue CA/63D9: 04 Begin action queue for character $04 (Actor in stot 4), 17 bytes long CA/63DB: 9F Move vehicle/entity left 8 tiles CA/63DC: 9F Move vehicle/entity left 8 tiles CA/63DD: 8F Move vehicle/entity left 4 tiles CA/63DE: A9 Move vehicle/entity left/down 2x1 tiles CA/63DF: A2 Move vehicle/entity left/down 1x1 tiles CA/63E0: 82 Move vehicle/entity down 1 tile CA/63E1: A6 Move vehicle/entity right/down 2x1 tiles CA/63E2: A6 Move vehicle/entity right/down 2x1 tiles CA/63E3: 9D Move vehicle/entity right 8 tiles CA/63E4: C2 Set vehicle/entity's event speed to normal CA/63E5: 8D Move vehicle/entity right 4 tiles CA/63E6: C3 Set vehicle/entity's event speed to fast CA/63E7: 8D Move vehicle/entity right 4 tiles CA/63E8: 9D Move vehicle/entity right 8 tiles CA/63E9: 9D Move vehicle/entity right 8 tiles CA/63EA: 9D Move vehicle/entity right 8 tiles CA/63EB: FF End queue CA/63EC: 01 Begin action queue for character $01 (Actor in stot 1), 13 bytes long CA/63EE: 9F Move vehicle/entity left 8 tiles CA/63EF: 9F Move vehicle/entity left 8 tiles CA/63F0: 97 Move vehicle/entity left 6 tiles CA/63F1: A8 Move vehicle/entity left/down 1x2 tiles CA/63F2: 86 Move vehicle/entity down 2 tiles CA/63F3: A7 Move vehicle/entity right/down 1x2 tiles CA/63F4: A6 Move vehicle/entity right/down 2x1 tiles CA/63F5: 9D Move vehicle/entity right 8 tiles CA/63F6: 9D Move vehicle/entity right 8 tiles CA/63F7: 9D Move vehicle/entity right 8 tiles CA/63F8: 9D Move vehicle/entity right 8 tiles CA/63F9: 9D Move vehicle/entity right 8 tiles CA/63FA: FF End queue CA/63FB: 00 Begin action queue for character $00 (Actor in stot 0), 19 bytes long CA/63FD: 9F Move vehicle/entity left 8 tiles CA/63FE: 9F Move vehicle/entity left 8 tiles CA/63FF: 97 Move vehicle/entity left 6 tiles CA/6400: A2 Move vehicle/entity left/down 1x1 tiles CA/6401: A8 Move vehicle/entity left/down 1x2 tiles CA/6402: A7 Move vehicle/entity right/down 1x2 tiles CA/6403: A1 Move vehicle/entity right/down 1x1 tiles CA/6404: A6 Move vehicle/entity right/down 2x1 tiles CA/6405: 81 Move vehicle/entity right 1 tile CA/6406: C2 Set vehicle/entity's event speed to normal CA/6407: A5 Move vehicle/entity right/up 2x1 tiles CA/6408: 85 Move vehicle/entity right 2 tiles CA/6409: C3 Set vehicle/entity's event speed to fast CA/640A: 9D Move vehicle/entity right 8 tiles CA/640B: 9D Move vehicle/entity right 8 tiles CA/640C: 9D Move vehicle/entity right 8 tiles CA/640D: 9D Move vehicle/entity right 8 tiles CA/640E: 95 Move vehicle/entity right 6 tiles CA/640F: FF End queue CA/6410: 93 Pause for 45 units CA/6411: 4B Display dialogue message $009D, wait for button press (At bottom of screen) EDGAR: Bravo, Figaro!!! CA/6414: 35 Pause execution until action queue for object $00 (Actor in stot 0) is complete CA/6416: F2 Fade out current song with transition time 64 CA/6418: 4B Display dialogue message $009F, wait for button press (At bottom of screen) KEFKA: Son of a submariner! They'll pay for this… CA/641B: 94 Pause for 60 units CA/641C: 35 Pause execution until action queue for object $30 (Camera) is complete CA/641E: 6A Load map $0038 (Empty desert (fleeing on chocobos / Imperials en route to Narshe)) after fade out, (upper bits $2400), place party at (17, 7), facing down CA/6424: F6 Subcommand $10: Play song $3F (Train Running) at volume $38 (may have other effects) CA/6428: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/642A: D5 Set vehicle/entity's position to (9, 8) CA/642D: C3 Set vehicle/entity's event speed to fast CA/642E: FF End queue CA/642F: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/6431: D5 Set vehicle/entity's position to (11, 9) CA/6434: C3 Set vehicle/entity's event speed to fast CA/6435: FF End queue CA/6436: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/6438: D5 Set vehicle/entity's position to (8, 10) CA/643B: C3 Set vehicle/entity's event speed to fast CA/643C: FF End queue CA/643D: 96 Restore screen from fade CA/643E: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/6440: 9D Move vehicle/entity right 8 tiles CA/6441: 81 Move vehicle/entity right 1 tile CA/6442: FC Branch 1 bytes backwards ($CA6441) CA/6444: FF End queue CA/6445: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long CA/6447: 9D Move vehicle/entity right 8 tiles CA/6448: 81 Move vehicle/entity right 1 tile CA/6449: FC Branch 1 bytes backwards ($CA6448) CA/644B: FF End queue CA/644C: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/644E: 9D Move vehicle/entity right 8 tiles CA/644F: 81 Move vehicle/entity right 1 tile CA/6450: FC Branch 1 bytes backwards ($CA644F) CA/6452: FF End queue CA/6453: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/6455: C2 Set vehicle/entity's event speed to normal CA/6456: 9D Move vehicle/entity right 8 tiles CA/6457: C3 Set vehicle/entity's event speed to fast CA/6458: 81 Move vehicle/entity right 1 tile CA/6459: FC Branch 1 bytes backwards ($CA6458) CA/645B: FF End queue CA/645C: 93 Pause for 45 units CA/645D: 4B Display dialogue message $00A0, wait for button press LOCKE: This is great! CA/6460: 95 Pause for 120 units CA/6461: 48 Display dialogue message $00A1, continue executing commands TERRA: Was that a bad person? I… I'm scared… CA/6464: B0 Execute the following commands until broken by $BC command detecting confirm button press CA/6466: B4 Pause for 1 units CA/6468: BC If bit $1E80($1B4) [$1EB6, bit 4] is clear, return CA/646B: 49 If dialogue window is up, wait for keypress then dismiss CA/646C: 92 Pause for 30 units CA/646D: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long CA/646F: C2 Set vehicle/entity's event speed to normal CA/6470: A6 Move vehicle/entity right/down 2x1 tiles CA/6471: C3 Set vehicle/entity's event speed to fast CA/6472: A6 Move vehicle/entity right/down 2x1 tiles CA/6473: A6 Move vehicle/entity right/down 2x1 tiles CA/6474: 81 Move vehicle/entity right 1 tile CA/6475: FC Branch 1 bytes backwards ($CA6474) CA/6477: FF End queue CA/6478: B5 Pause for 15 * 6 (90) units CA/647A: 48 Display dialogue message $00A2, continue executing commands EDGAR: TERRA, there's someone I'd like you to meet…! CA/647D: B0 Execute the following commands until broken by $BC command detecting confirm button press CA/647F: B4 Pause for 1 units CA/6481: BC If bit $1E80($1B4) [$1EB6, bit 4] is clear, return CA/6484: 49 If dialogue window is up, wait for keypress then dismiss CA/6485: 91 Pause for 15 units CA/6486: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CA/6488: C2 Set vehicle/entity's event speed to normal CA/6489: 85 Move vehicle/entity right 2 tiles CA/648A: C3 Set vehicle/entity's event speed to fast CA/648B: 81 Move vehicle/entity right 1 tile CA/648C: FC Branch 1 bytes backwards ($CA648B) CA/648E: FF End queue CA/648F: 92 Pause for 30 units CA/6490: 4B Display dialogue message $00A3, wait for button press LOCKE: We're members of the Returners. EDGAR: Our mentor, Banon, would certainly like to meet you. “Magic” is going to be the key to winning this war. CA/6493: 92 Pause for 30 units CA/6494: 4B Display dialogue message $00A4, wait for button press TERRA: “Magic”… CA/6497: 92 Pause for 30 units CA/6498: 4B Display dialogue message $00A5, wait for button press EDGAR: TERRA has magical powers. That Esper seemed to…react to her. Can there be some connection? TERRA: I haven't the foggiest! It just seems natural to me that I have the use of this power… CA/649B: 91 Pause for 15 units CA/649C: 48 Display dialogue message $00A6, continue executing commands EDGAR: But no HUMAN is born with the powers you seem to have, and… CA/649F: B0 Execute the following commands until broken by $BC command detecting confirm button press CA/64A1: B4 Pause for 1 units CA/64A3: BC If bit $1E80($1B4) [$1EB6, bit 4] is clear, return CA/64A6: 49 If dialogue window is up, wait for keypress then dismiss CA/64A7: F2 Fade out current song with transition time 128 CA/64A9: 30 Begin action queue for character $30 (Camera), 14 bytes long CA/64AB: 8D Move vehicle/entity right 4 tiles CA/64AC: C2 Set vehicle/entity's event speed to normal CA/64AD: 85 Move vehicle/entity right 2 tiles CA/64AE: C1 Set vehicle/entity's event speed to slow CA/64AF: 81 Move vehicle/entity right 1 tile CA/64B0: E0 Pause for 4 * 3 (12) frames CA/64B2: C0 Set vehicle/entity's event speed to slowest CA/64B3: 83 Move vehicle/entity left 1 tile CA/64B4: C1 Set vehicle/entity's event speed to slow CA/64B5: 8B Move vehicle/entity left 3 tiles CA/64B6: C0 Set vehicle/entity's event speed to slowest CA/64B7: 87 Move vehicle/entity left 2 tiles CA/64B8: FF End queue CA/64B9: 01 Begin action queue for character $01 (Actor in stot 1), 19 bytes long CA/64BB: 9D Move vehicle/entity right 8 tiles CA/64BC: C2 Set vehicle/entity's event speed to normal CA/64BD: A6 Move vehicle/entity right/down 2x1 tiles CA/64BE: C1 Set vehicle/entity's event speed to slow CA/64BF: A1 Move vehicle/entity right/down 1x1 tiles CA/64C0: C0 Set vehicle/entity's event speed to slowest CA/64C1: 82 Move vehicle/entity down 1 tile CA/64C2: A2 Move vehicle/entity left/down 1x1 tiles CA/64C3: C1 Set vehicle/entity's event speed to slow CA/64C4: 9F Move vehicle/entity left 8 tiles CA/64C5: A9 Move vehicle/entity left/down 2x1 tiles CA/64C6: A9 Move vehicle/entity left/down 2x1 tiles CA/64C7: AA Move vehicle/entity left/up 2x1 tiles CA/64C8: AB Move vehicle/entity left/up 1x2 tiles CA/64C9: 80 Move vehicle/entity up 1 tile CA/64CA: A4 Move vehicle/entity right/up 1x2 tiles CA/64CB: 81 Move vehicle/entity right 1 tile CA/64CC: A6 Move vehicle/entity right/down 2x1 tiles CA/64CD: FF End queue CA/64CE: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long CA/64D0: C1 Set vehicle/entity's event speed to slow CA/64D1: 81 Move vehicle/entity right 1 tile CA/64D2: C0 Set vehicle/entity's event speed to slowest CA/64D3: 81 Move vehicle/entity right 1 tile CA/64D4: FF End queue CA/64D5: 04 Begin action queue for character $04 (Actor in stot 4), 16 bytes long (Wait until complete) CA/64D7: 9D Move vehicle/entity right 8 tiles CA/64D8: C2 Set vehicle/entity's event speed to normal CA/64D9: A5 Move vehicle/entity right/up 2x1 tiles CA/64DA: C1 Set vehicle/entity's event speed to slow CA/64DB: A0 Move vehicle/entity right/up 1x1 tiles CA/64DC: C2 Set vehicle/entity's event speed to normal CA/64DD: 80 Move vehicle/entity up 1 tile CA/64DE: A3 Move vehicle/entity left/up 1x1 tiles CA/64DF: AA Move vehicle/entity left/up 2x1 tiles CA/64E0: C1 Set vehicle/entity's event speed to slow CA/64E1: 87 Move vehicle/entity left 2 tiles CA/64E2: A9 Move vehicle/entity left/down 2x1 tiles CA/64E3: C0 Set vehicle/entity's event speed to slowest CA/64E4: A2 Move vehicle/entity left/down 1x1 tiles CA/64E5: CE Turn vehicle/entity down CA/64E6: FF End queue CA/64E7: F0 Play song 5 (Awakening), (high bit clear), full volume CA/64E9: B5 Pause for 15 * 6 (90) units CA/64EB: 4B Display dialogue message $00A7, wait for button press EDGAR: I apologize. TERRA: What should I do…? EDGAR: I'm sure the Empire is going to come after you… If they get their hands on you again, the world's finished… TERRA, you want to understand your own powers, right? CA/64EE: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/64F0: C2 Set vehicle/entity's event speed to normal CA/64F1: 85 Move vehicle/entity right 2 tiles CA/64F2: 86 Move vehicle/entity down 2 tiles CA/64F3: CF Turn vehicle/entity left CA/64F4: FF End queue CA/64F5: 4B Display dialogue message $00A8, wait for button press EDGAR: Then I think we need to consult with Banon. TERRA: …… CA/64F8: 35 Pause execution until action queue for object $01 (Actor in stot 1) is complete CA/64FA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/64FC: 4B Display dialogue message $00A9, wait for button press LOCKE: Please… CA/64FF: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/6501: CE Turn vehicle/entity down CA/6502: FF End queue CA/6503: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/6505: A1 Move vehicle/entity right/down 1x1 tiles CA/6506: 82 Move vehicle/entity down 1 tile CA/6507: CF Turn vehicle/entity left CA/6508: FF End queue CA/6509: 4B Display dialogue message $00AA, wait for button press EDGAR: OK! To the south there's a cave that leads to South Figaro. CA/650C: 92 Pause for 30 units CA/650D: 97 Fade screen to black CA/650E: 5C Pause execution until fade in or fade out is complete CA/650F: 39 Free screen CA/6510: 44 Place character $04 (Actor in stot 4) on vehicle $00 (No vehicle) (Character is not shown) CA/6513: 44 Place character $01 (Actor in stot 1) on vehicle $00 (No vehicle) (Character is not shown) CA/6516: 44 Place character $00 (Actor in stot 0) on vehicle $00 (No vehicle) (Character is not shown) CA/6519: D6 Set event bit $1E80($30B) [$1EE1, bit 3] CA/651B: D2 Set event bit $1E80($108) [$1EA1, bit 0] CA/651D: D1 Clear event bit $1E80($0DE) [$1E9B, bit 6] CA/651F: B2 Call subroutine $CACB95 CA/6523: 6B Load map $0000 (World of Balance) instantly, (upper bits $2400), place party at (65, 77), facing down, party is in overworld chocobo mode CA/6529: DF Show mini-map CA/652A: FF End vehicle script CA/652B: 73 Replace current map's Layer 1 at (21, 19) with the following (13 x 16) chunk, refresh immediately CA/6530: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/653D: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/654A: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/6557: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/6564: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/6571: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/657E: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/658B: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/6598: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65A5: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65B2: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65BF: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65CC: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65D9: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65E6: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/65F3: $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 CA/6600: FE Return CA/6601: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA661B CA/6607: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6617 CA/660D: C0 If ($1E80($004) [$1E80, bit 4] is clear), branch to $CA661F CA/6613: 4B Display dialogue message $0050, wait for button press Feel free to wander about. CA/6616: FE Return CA/6617: 4B Display dialogue message $03AE, wait for button press The Empire is no longer our ally! CA/661A: FE Return CA/661B: 4B Display dialogue message $0963, wait for button press No more Returners…no more Empire. Now who am I gonna side with? CA/661E: FE Return CA/661F: 4B Display dialogue message $0051, wait for button press Go see the King! CA/6622: FE Return CA/6623: B2 Call subroutine $CACA8D CA/6627: C0 If ($1E80($004) [$1E80, bit 4] is set), branch to $CA6D63 CA/662D: B2 Call subroutine $CAC6AC CA/6631: 38 Hold screen CA/6632: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/6634: C2 Set vehicle/entity's event speed to normal CA/6635: 86 Move vehicle/entity down 2 tiles CA/6636: CC Turn vehicle/entity up CA/6637: FF End queue CA/6638: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CA/663A: CC Turn vehicle/entity up CA/663B: C3 Set vehicle/entity's event speed to fast CA/663C: FF End queue CA/663D: B0 Execute the following commands until $B1 3 times CA/663F: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CA/6641: 21 Do vehicle/entity graphical action $21 CA/6642: E0 Pause for 4 * 1 (4) frames CA/6644: CC Turn vehicle/entity up CA/6645: E0 Pause for 4 * 4 (16) frames CA/6647: FF End queue CA/6648: B1 End block of repeating commands CA/6649: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CA/664B: 81 Move vehicle/entity right 1 tile CA/664C: CE Turn vehicle/entity down CA/664D: FF End queue CA/664E: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6650: 82 Move vehicle/entity down 1 tile CA/6651: FF End queue CA/6652: 4B Display dialogue message $0040, wait for button press (At bottom of screen) MAN: You mean, THIS young woman…?! CA/6655: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/6657: 82 Move vehicle/entity down 1 tile CA/6658: 81 Move vehicle/entity right 1 tile CA/6659: 82 Move vehicle/entity down 1 tile CA/665A: CF Turn vehicle/entity left CA/665B: FF End queue CA/665C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/665E: CD Turn vehicle/entity right CA/665F: FF End queue CA/6660: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/6662: 22 Do vehicle/entity graphical action $22 CA/6663: E0 Pause for 4 * 8 (32) frames CA/6665: CF Turn vehicle/entity left CA/6666: FF End queue CA/6667: 94 Pause for 60 units CA/6668: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/666A: 55 Do vehicle/entity graphical action $15, flipped horizontally CA/666B: FF End queue CA/666C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/666E: CD Turn vehicle/entity right CA/666F: FF End queue CA/6670: 92 Pause for 30 units CA/6671: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/6673: 80 Move vehicle/entity up 1 tile CA/6674: 83 Move vehicle/entity left 1 tile CA/6675: 80 Move vehicle/entity up 1 tile CA/6676: FF End queue CA/6677: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/6679: CC Turn vehicle/entity up CA/667A: FF End queue CA/667B: 4B Display dialogue message $0041, wait for button press TERRA: Who do you think you are? CA/667E: 92 Pause for 30 units CA/667F: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6681: 21 Do vehicle/entity graphical action $21 CA/6682: FF End queue CA/6683: 4B Display dialogue message $0042, wait for button press MAN: Oh…sorry! CA/6686: 93 Pause for 45 units CA/6687: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6689: CC Turn vehicle/entity up CA/668A: FF End queue CA/668B: 93 Pause for 45 units CA/668C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/668E: CD Turn vehicle/entity right CA/668F: FF End queue CA/6690: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6692: 20 Do vehicle/entity graphical action $20 CA/6693: FF End queue CA/6694: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6696: CE Turn vehicle/entity down CA/6697: FF End queue CA/6698: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/669A: 25 Do vehicle/entity graphical action $25 CA/669B: FF End queue CA/669C: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/669E: 24 Do vehicle/entity graphical action $24 CA/669F: FF End queue CA/66A0: 4B Display dialogue message $0043, wait for button press MAN: How rude of me to turn my back to a lady! CA/66A3: 42 Hide object $00 CA/66A5: 42 Hide object $01 CA/66A7: 42 Hide object $11 CA/66A9: 42 Hide object $12 CA/66AB: B2 Call subroutine $CAD00F CA/66AF: 94 Pause for 60 units CA/66B0: 4B Display dialogue message $0044, wait for button press (Show text only) (At bottom of screen) The young king of Figaro Castle, ally to the Empire, and a master designer of machinery… CA/66B3: 92 Pause for 30 units CA/66B4: 80 Add item $AA (AutoCrossbow) to inventory CA/66B6: 7F Change character $04's name to $04 (EDGAR ) CA/66B9: 37 Assign graphics $04 to object $04 (Actor in stot 4) CA/66BC: 43 Assign palette $00 to character $04 (Actor in stot 4) CA/66BF: 98 Invoke name change screen for character $04 (Actor in stot 4) CA/66C1: 50 Tint screen (cumulative) with color $BC CA/66C3: 96 Restore screen from fade CA/66C4: 94 Pause for 60 units CA/66C5: B2 Call subroutine $CAD015 CA/66C9: 41 Show object $00 CA/66CB: 41 Show object $01 CA/66CD: 41 Show object $11 CA/66CF: 41 Show object $12 CA/66D1: 45 Refresh objects CA/66D2: 93 Pause for 45 units CA/66D3: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/66D5: CE Turn vehicle/entity down CA/66D6: FF End queue CA/66D7: B5 Pause for 15 * 6 (90) units CA/66D9: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/66DB: 82 Move vehicle/entity down 1 tile CA/66DC: FF End queue CA/66DD: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/66DF: C2 Set vehicle/entity's event speed to normal CA/66E0: 86 Move vehicle/entity down 2 tiles CA/66E1: FF End queue CA/66E2: 4B Display dialogue message $0045, wait for button press (At bottom of screen) EDGAR: I am EDGAR, King of Figaro. CA/66E5: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long (Wait until complete) CA/66E7: C3 Set vehicle/entity's event speed to fast CA/66E8: 82 Move vehicle/entity down 1 tile CA/66E9: FF End queue CA/66EA: 4B Display dialogue message $0046, wait for button press (At bottom of screen) LOCKE: Surprised someone like me knows a king? CA/66ED: 39 Free screen CA/66EE: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/66F0: CD Turn vehicle/entity right CA/66F1: FF End queue CA/66F2: B0 Execute the following commands until $B1 3 times CA/66F4: 10 Begin action queue for character $10 (NPC $10), 7 bytes long CA/66F6: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/66F7: E0 Pause for 4 * 1 (4) frames CA/66F9: CD Turn vehicle/entity right CA/66FA: E0 Pause for 4 * 3 (12) frames CA/66FC: FF End queue CA/66FD: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long (Wait until complete) CA/66FF: E0 Pause for 4 * 3 (12) frames CA/6701: 22 Do vehicle/entity graphical action $22 CA/6702: E0 Pause for 4 * 1 (4) frames CA/6704: CF Turn vehicle/entity left CA/6705: FF End queue CA/6706: B1 End block of repeating commands CA/6707: 94 Pause for 60 units CA/6708: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/670A: CE Turn vehicle/entity down CA/670B: FF End queue CA/670C: 4B Display dialogue message $0047, wait for button press (At bottom of screen) LOCKE: Talk to you later! CA/670F: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CA/6711: 9E Move vehicle/entity down 8 tiles CA/6712: 8E Move vehicle/entity down 4 tiles CA/6713: D1 Make vehicle/entity disappear CA/6714: FF End queue CA/6715: 45 Refresh objects CA/6716: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CA/6718: CD Turn vehicle/entity right CA/6719: FF End queue CA/671A: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/671C: 81 Move vehicle/entity right 1 tile CA/671D: 8E Move vehicle/entity down 4 tiles CA/671E: 23 Do vehicle/entity graphical action $23 CA/671F: FF End queue CA/6720: 3F Remove character $01 (Actor in stot 1) from the party CA/6723: 3E Delete object $01 CA/6725: 45 Refresh objects CA/6726: 88 Remove the following status ailments from character $00 (Actor in stot 0): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/672A: 8B For character $00 (Actor in stot 0), take HP and set to maximum CA/672D: 4B Display dialogue message $0048, wait for button press EDGAR: So…you're an Imperial soldier! No problem. Figaro and the Empire are allies! Please, relax while you're here. It's not in my blood to harm a lady. CA/6730: 92 Pause for 30 units CA/6731: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/6733: 82 Move vehicle/entity down 1 tile CA/6734: FF End queue CA/6735: 4B Display dialogue message $0049, wait for button press TERRA: Look, why are you helping me? Is it because of my…abilities? CA/6738: B0 Execute the following commands until $B1 4 times CA/673A: 10 Begin action queue for character $10 (NPC $10), 7 bytes long (Wait until complete) CA/673C: 24 Do vehicle/entity graphical action $24 CA/673D: E0 Pause for 4 * 1 (4) frames CA/673F: 25 Do vehicle/entity graphical action $25 CA/6740: E0 Pause for 4 * 1 (4) frames CA/6742: FF End queue CA/6743: B1 End block of repeating commands CA/6744: 4B Display dialogue message $004A, wait for button press EDGAR: I'll give you 3 reasons: First of all, your beauty has captivated me! Second…I'm dying to know if I'm your type… CA/6747: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6749: 8A Move vehicle/entity down 3 tiles CA/674A: FF End queue CA/674B: 4B Display dialogue message $004B, wait for button press I guess your…abilities…would be a distant 3rd. CA/674E: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/6750: 86 Move vehicle/entity down 2 tiles CA/6751: FF End queue CA/6752: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/6754: E0 Pause for 4 * 16 (64) frames CA/6756: 23 Do vehicle/entity graphical action $23 CA/6757: FF End queue CA/6758: B3 Call subroutine $CAC7FE, 2 times CA/675D: 92 Pause for 30 units CA/675E: 4B Display dialogue message $004C, wait for button press TERRA: ……? What's with you, anyway? CA/6761: 10 Begin action queue for character $10 (NPC $10), 5 bytes long (Wait until complete) CA/6763: 82 Move vehicle/entity down 1 tile CA/6764: E0 Pause for 4 * 16 (64) frames CA/6766: 20 Do vehicle/entity graphical action $20 CA/6767: FF End queue CA/6768: 4B Display dialogue message $004D, wait for button press EDGAR: Guess my technique's getting a bit rusty… CA/676B: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/676D: 8E Move vehicle/entity down 4 tiles CA/676E: D1 Make vehicle/entity disappear CA/676F: FF End queue CA/6770: 45 Refresh objects CA/6771: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/6773: CE Turn vehicle/entity down CA/6774: E0 Pause for 4 * 8 (32) frames CA/6776: 20 Do vehicle/entity graphical action $20 CA/6777: FF End queue CA/6778: 4B Display dialogue message $004F, wait for button press TERRA: Hmm…I suppose a normal girl would have found him dashing. But I'm hardly…normal… CA/677B: D0 Set event bit $1E80($004) [$1E80, bit 4] CA/677D: D7 Clear event bit $1E80($308) [$1EE1, bit 0] CA/677F: D7 Clear event bit $1E80($30D) [$1EE1, bit 5] CA/6781: D6 Set event bit $1E80($30E) [$1EE1, bit 6] CA/6783: D6 Set event bit $1E80($315) [$1EE2, bit 5] CA/6785: FE Return CA/6786: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6790 CA/678C: 4B Display dialogue message $0056, wait for button press I heard the Empire is using something called “magic”… CA/678F: FE Return CA/6790: 4B Display dialogue message $03AC, wait for button press Submerged, this castle could even travel under a mountain range! CA/6793: FE Return CA/6794: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6790 CA/679A: 4B Display dialogue message $0058, wait for button press Gestahl has harnessed the power of magic. Who can stop him now?! CA/679D: FE Return CA/679E: 4B Display dialogue message $03AF, wait for button press You must be tired! How about a rest? CA/67A1: FE Return CA/67A2: DE Load CaseWord with the characters in the currently active party? CA/67A3: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA67DE; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA67E2 CA/67AB: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA67BD CA/67B1: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA67BA CA/67B7: 9B Invoke shop $04 CA/67B9: FE Return CA/67BA: 9B Invoke shop $2F CA/67BC: FE Return CA/67BD: 9B Invoke shop $40 CA/67BF: FE Return CA/67C0: DE Load CaseWord with the characters in the currently active party? CA/67C1: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA67DE; else If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA67E2 CA/67C9: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA67DB CA/67CF: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA67D8 CA/67D5: 9B Invoke shop $52 CA/67D7: FE Return CA/67D8: 9B Invoke shop $53 CA/67DA: FE Return CA/67DB: 9B Invoke shop $54 CA/67DD: FE Return CA/67DE: 4B Display dialogue message $006F, wait for button press MERCHANT: I can't take money from the King! EDGAR: Look, don't you have a family? Just shut up and take it. CA/67E1: FE Return CA/67E2: 4B Display dialogue message $0070, wait for button press MERCHANT: Sir SABIN, I can't take your money! SABIN: Take it! Haven't you heard? My brother says I'm a notorious spendthrift! CA/67E5: FE Return CA/67E6: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA67F0 CA/67EC: 4B Display dialogue message $006E, wait for button press CHANCELLOR: The whole business of the succession was so repugnant to SABIN, the King's brother, that…… ……he fled the castle forever. The succession was settled with a coin toss… CA/67EF: FE Return CA/67F0: DE Load CaseWord with the characters in the currently active party? CA/67F1: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA67FF CA/67F6: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6803 CA/67FB: 4B Display dialogue message $03B6, wait for button press CHANCELLOR: Make yourselves at home here. CA/67FE: FE Return CA/67FF: 4B Display dialogue message $03B4, wait for button press CHANCELLOR: Welcome back, King EDGAR! CA/6802: FE Return CA/6803: 4B Display dialogue message $03B5, wait for button press CHANCELLOR: Huh!? SABIN… What a splendid young man you've become! CA/6806: FE Return CA/6807: C0 If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA681B CA/680D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6817 CA/6813: 4B Display dialogue message $0061, wait for button press These thieves have been terrorizing the vicinity. Stay away from 'em! CA/6816: FE Return CA/6817: 4B Display dialogue message $0961, wait for button press I know someone who deserves to be locked up in here! CA/681A: FE Return CA/681B: 4B Display dialogue message $0962, wait for button press You found an ancient text at the library, right? CA/681E: FE Return CA/681F: 4B Display dialogue message $0062, wait for button press I demand to see EDGAR! How dare they keep us in this stinking pit! CA/6822: FE Return CA/6823: 4B Display dialogue message $0063, wait for button press Hey! Let us outta here! CA/6826: FE Return CA/6827: 4B Display dialogue message $0064, wait for button press Relax, they're just blowing off steam. But I'm telling you, there's no sense keeping us here! We're just small potatos compared to the real threat lurking out there! And King EDGAR knows it! CA/682A: FE Return CA/682B: 4B Display dialogue message $0065, wait for button press I'm Lone Wolf, the pickpocket! CA/682E: FE Return CA/682F: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA68DC CA/6835: C0 If ($1E80($048) [$1E89, bit 0] is clear), branch to $CA68D8 CA/683B: 4B Display dialogue message $03D2, wait for button press Lots of requests this month! If it's your wish, I'll take you beyond the mountains. CA/683E: C0 If ($1E80($10B) [$1EA1, bit 3] is clear), branch to $CA684F CA/6844: 4B Display dialogue message $03D4, wait for button press ^ (Go to Kohlingen?) ^ (Stop?) CA/6847: B6 Indexed branch based on prior dialogue selection [$CA685A, $CA5EB3] CA/684E: FE Return CA/684F: 4B Display dialogue message $03D3, wait for button press ^ (Go to Figaro?) ^ (Stop?) CA/6852: B6 Indexed branch based on prior dialogue selection [$CA6899, $CA5EB3] CA/6859: FE Return CA/685A: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/685C: 88 Move vehicle/entity up 3 tiles CA/685D: FF End queue CA/685E: 4B Display dialogue message $03D7, wait for button press (At bottom of screen) Urgggh! CA/6861: D3 Clear event bit $1E80($10B) [$1EA1, bit 3] CA/6863: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6865: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (64, 76), facing up, flags $00 CA/686B: C1 Set vehicle/entity's event speed to slow CA/686C: D1 Make vehicle/entity disappear CA/686D: FD Show Figaro Castle submerging CA/686E: A3 Move vehicle/entity left/up 1x1 tiles CA/686F: A3 Move vehicle/entity left/up 1x1 tiles CA/6870: A3 Move vehicle/entity left/up 1x1 tiles CA/6871: A3 Move vehicle/entity left/up 1x1 tiles CA/6872: A3 Move vehicle/entity left/up 1x1 tiles CA/6873: A3 Move vehicle/entity left/up 1x1 tiles CA/6874: A3 Move vehicle/entity left/up 1x1 tiles CA/6875: A3 Move vehicle/entity left/up 1x1 tiles CA/6876: A3 Move vehicle/entity left/up 1x1 tiles CA/6877: A3 Move vehicle/entity left/up 1x1 tiles CA/6878: A3 Move vehicle/entity left/up 1x1 tiles CA/6879: A3 Move vehicle/entity left/up 1x1 tiles CA/687A: A3 Move vehicle/entity left/up 1x1 tiles CA/687B: A3 Move vehicle/entity left/up 1x1 tiles CA/687C: A3 Move vehicle/entity left/up 1x1 tiles CA/687D: A3 Move vehicle/entity left/up 1x1 tiles CA/687E: A3 Move vehicle/entity left/up 1x1 tiles CA/687F: A3 Move vehicle/entity left/up 1x1 tiles CA/6880: A3 Move vehicle/entity left/up 1x1 tiles CA/6881: A3 Move vehicle/entity left/up 1x1 tiles CA/6882: A3 Move vehicle/entity left/up 1x1 tiles CA/6883: A3 Move vehicle/entity left/up 1x1 tiles CA/6884: AA Move vehicle/entity left/up 2x1 tiles CA/6885: AA Move vehicle/entity left/up 2x1 tiles CA/6886: AA Move vehicle/entity left/up 2x1 tiles CA/6887: AA Move vehicle/entity left/up 2x1 tiles CA/6888: AA Move vehicle/entity left/up 2x1 tiles CA/6889: AA Move vehicle/entity left/up 2x1 tiles CA/688A: FE Show Figaro Castle emerging CA/688B: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/6891: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6893: 4B Display dialogue message $03D8, wait for button press Next stop, Kohlingen! Watch your step! CA/6896: D2 Set event bit $1E80($10C) [$1EA1, bit 4] CA/6898: FE Return CA/6899: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/689B: 88 Move vehicle/entity up 3 tiles CA/689C: FF End queue CA/689D: 4B Display dialogue message $03D7, wait for button press (At bottom of screen) Urgggh! CA/68A0: D3 Clear event bit $1E80($10C) [$1EA1, bit 4] CA/68A2: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/68A4: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (31, 48), facing up, flags $00 CA/68AA: C1 Set vehicle/entity's event speed to slow CA/68AB: D1 Make vehicle/entity disappear CA/68AC: FD Show Figaro Castle submerging CA/68AD: A1 Move vehicle/entity right/down 1x1 tiles CA/68AE: A1 Move vehicle/entity right/down 1x1 tiles CA/68AF: A1 Move vehicle/entity right/down 1x1 tiles CA/68B0: A1 Move vehicle/entity right/down 1x1 tiles CA/68B1: A1 Move vehicle/entity right/down 1x1 tiles CA/68B2: A1 Move vehicle/entity right/down 1x1 tiles CA/68B3: A1 Move vehicle/entity right/down 1x1 tiles CA/68B4: A1 Move vehicle/entity right/down 1x1 tiles CA/68B5: A1 Move vehicle/entity right/down 1x1 tiles CA/68B6: A1 Move vehicle/entity right/down 1x1 tiles CA/68B7: A1 Move vehicle/entity right/down 1x1 tiles CA/68B8: A1 Move vehicle/entity right/down 1x1 tiles CA/68B9: A1 Move vehicle/entity right/down 1x1 tiles CA/68BA: A1 Move vehicle/entity right/down 1x1 tiles CA/68BB: A1 Move vehicle/entity right/down 1x1 tiles CA/68BC: A1 Move vehicle/entity right/down 1x1 tiles CA/68BD: A1 Move vehicle/entity right/down 1x1 tiles CA/68BE: A1 Move vehicle/entity right/down 1x1 tiles CA/68BF: A1 Move vehicle/entity right/down 1x1 tiles CA/68C0: A1 Move vehicle/entity right/down 1x1 tiles CA/68C1: A1 Move vehicle/entity right/down 1x1 tiles CA/68C2: A1 Move vehicle/entity right/down 1x1 tiles CA/68C3: A6 Move vehicle/entity right/down 2x1 tiles CA/68C4: A6 Move vehicle/entity right/down 2x1 tiles CA/68C5: A6 Move vehicle/entity right/down 2x1 tiles CA/68C6: A6 Move vehicle/entity right/down 2x1 tiles CA/68C7: A6 Move vehicle/entity right/down 2x1 tiles CA/68C8: A6 Move vehicle/entity right/down 2x1 tiles CA/68C9: FE Show Figaro Castle emerging CA/68CA: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/68D0: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/68D2: 4B Display dialogue message $03D9, wait for button press Next stop, South Figaro. Watch your step! CA/68D5: D2 Set event bit $1E80($10B) [$1EA1, bit 3] CA/68D7: FE Return CA/68D8: 4B Display dialogue message $03D5, wait for button press Beyond is the Figaro Castle Engine Room. We're ready to leave at a moment's notice! CA/68DB: FE Return CA/68DC: C0 If ($1E80($0C6) [$1E98, bit 6] is set), branch to $CA68E6 CA/68E2: 4B Display dialogue message $094E, wait for button press I…it was awful… CA/68E5: FE Return CA/68E6: C0 If ($1E80($26F) [$1ECD, bit 7] is set), branch to $CA695E CA/68EC: C0 If ($1E80($106) [$1EA0, bit 6] is clear), branch to $CA68FD CA/68F2: 4B Display dialogue message $03D4, wait for button press ^ (Go to Kohlingen?) ^ (Stop?) CA/68F5: B6 Indexed branch based on prior dialogue selection [$CA6908, $CA5EB3] CA/68FC: FE Return CA/68FD: 4B Display dialogue message $03D3, wait for button press ^ (Go to Figaro?) ^ (Stop?) CA/6900: B6 Indexed branch based on prior dialogue selection [$CA6986, $CA5EB3] CA/6907: FE Return CA/6908: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/690A: 88 Move vehicle/entity up 3 tiles CA/690B: FF End queue CA/690C: 4B Display dialogue message $03D7, wait for button press (At bottom of screen) Urgggh! CA/690F: D3 Clear event bit $1E80($106) [$1EA0, bit 6] CA/6911: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6913: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (81, 85), facing up, flags $00 CA/6919: C1 Set vehicle/entity's event speed to slow CA/691A: D1 Make vehicle/entity disappear CA/691B: FD Show Figaro Castle submerging CA/691C: A3 Move vehicle/entity left/up 1x1 tiles CA/691D: A3 Move vehicle/entity left/up 1x1 tiles CA/691E: A3 Move vehicle/entity left/up 1x1 tiles CA/691F: A3 Move vehicle/entity left/up 1x1 tiles CA/6920: A3 Move vehicle/entity left/up 1x1 tiles CA/6921: B0 If ($1E80($0CD) [$1E99, bit 5] is set), branch to $CA694F CA/6927: A3 Move vehicle/entity left/up 1x1 tiles CA/6928: A3 Move vehicle/entity left/up 1x1 tiles CA/6929: A3 Move vehicle/entity left/up 1x1 tiles CA/692A: A3 Move vehicle/entity left/up 1x1 tiles CA/692B: A3 Move vehicle/entity left/up 1x1 tiles CA/692C: A3 Move vehicle/entity left/up 1x1 tiles CA/692D: A3 Move vehicle/entity left/up 1x1 tiles CA/692E: A3 Move vehicle/entity left/up 1x1 tiles CA/692F: A3 Move vehicle/entity left/up 1x1 tiles CA/6930: A3 Move vehicle/entity left/up 1x1 tiles CA/6931: A3 Move vehicle/entity left/up 1x1 tiles CA/6932: A3 Move vehicle/entity left/up 1x1 tiles CA/6933: A3 Move vehicle/entity left/up 1x1 tiles CA/6934: A3 Move vehicle/entity left/up 1x1 tiles CA/6935: A3 Move vehicle/entity left/up 1x1 tiles CA/6936: A3 Move vehicle/entity left/up 1x1 tiles CA/6937: A3 Move vehicle/entity left/up 1x1 tiles CA/6938: A3 Move vehicle/entity left/up 1x1 tiles CA/6939: A3 Move vehicle/entity left/up 1x1 tiles CA/693A: A3 Move vehicle/entity left/up 1x1 tiles CA/693B: A3 Move vehicle/entity left/up 1x1 tiles CA/693C: A3 Move vehicle/entity left/up 1x1 tiles CA/693D: A3 Move vehicle/entity left/up 1x1 tiles CA/693E: FE Show Figaro Castle emerging CA/693F: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/6945: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6947: 4B Display dialogue message $03D8, wait for button press Next stop, Kohlingen! Watch your step! CA/694A: D0 Set event bit $1E80($0DC) [$1E9B, bit 4] CA/694C: D5 Clear event bit $1E80($2B9) [$1ED7, bit 1] CA/694E: FE Return CA/694F: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/6955: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6957: D4 Set event bit $1E80($2B7) [$1ED6, bit 7] CA/6959: D4 Set event bit $1E80($26F) [$1ECD, bit 7] CA/695B: D6 Set event bit $1E80($397) [$1EF2, bit 7] CA/695D: 92 Pause for 30 units CA/695E: 4B Display dialogue message $01DF, wait for button press There's something odd about this stratum… It's as if we've bumped into something… ^ (Continue journey) ^ (Stop and explore) CA/6961: B6 Indexed branch based on prior dialogue selection [$CA6969, $CA5EB3] CA/6968: FE Return CA/6969: D5 Clear event bit $1E80($2B7) [$1ED6, bit 7] CA/696B: D5 Clear event bit $1E80($26F) [$1ECD, bit 7] CA/696D: D7 Clear event bit $1E80($397) [$1EF2, bit 7] CA/696F: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6971: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (67, 71), facing up, flags $00 CA/6977: C1 Set vehicle/entity's event speed to slow CA/6978: D1 Make vehicle/entity disappear CA/6979: B0 If ($1E80($2B9) [$1ED7, bit 1] is clear), branch to $CA69AD CA/697F: B0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA6931 CA/6985: FF End map script CA/6986: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/6988: 88 Move vehicle/entity up 3 tiles CA/6989: FF End queue CA/698A: 4B Display dialogue message $03D7, wait for button press (At bottom of screen) Urgggh! CA/698D: D1 Clear event bit $1E80($0DC) [$1E9B, bit 4] CA/698F: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6991: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (53, 58), facing up, flags $00 CA/6997: C1 Set vehicle/entity's event speed to slow CA/6998: D1 Make vehicle/entity disappear CA/6999: FD Show Figaro Castle submerging CA/699A: A1 Move vehicle/entity right/down 1x1 tiles CA/699B: A1 Move vehicle/entity right/down 1x1 tiles CA/699C: A1 Move vehicle/entity right/down 1x1 tiles CA/699D: A1 Move vehicle/entity right/down 1x1 tiles CA/699E: A1 Move vehicle/entity right/down 1x1 tiles CA/699F: B0 If ($1E80($0CD) [$1E99, bit 5] is set), branch to $CA694F CA/69A5: A1 Move vehicle/entity right/down 1x1 tiles CA/69A6: A1 Move vehicle/entity right/down 1x1 tiles CA/69A7: A1 Move vehicle/entity right/down 1x1 tiles CA/69A8: A1 Move vehicle/entity right/down 1x1 tiles CA/69A9: A1 Move vehicle/entity right/down 1x1 tiles CA/69AA: A1 Move vehicle/entity right/down 1x1 tiles CA/69AB: A1 Move vehicle/entity right/down 1x1 tiles CA/69AC: A1 Move vehicle/entity right/down 1x1 tiles CA/69AD: A1 Move vehicle/entity right/down 1x1 tiles CA/69AE: A1 Move vehicle/entity right/down 1x1 tiles CA/69AF: A1 Move vehicle/entity right/down 1x1 tiles CA/69B0: A1 Move vehicle/entity right/down 1x1 tiles CA/69B1: A1 Move vehicle/entity right/down 1x1 tiles CA/69B2: A1 Move vehicle/entity right/down 1x1 tiles CA/69B3: A1 Move vehicle/entity right/down 1x1 tiles CA/69B4: A1 Move vehicle/entity right/down 1x1 tiles CA/69B5: A1 Move vehicle/entity right/down 1x1 tiles CA/69B6: A1 Move vehicle/entity right/down 1x1 tiles CA/69B7: A1 Move vehicle/entity right/down 1x1 tiles CA/69B8: A1 Move vehicle/entity right/down 1x1 tiles CA/69B9: A1 Move vehicle/entity right/down 1x1 tiles CA/69BA: A1 Move vehicle/entity right/down 1x1 tiles CA/69BB: A1 Move vehicle/entity right/down 1x1 tiles CA/69BC: FE Show Figaro Castle emerging CA/69BD: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/69C3: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/69C5: 4B Display dialogue message $03D9, wait for button press Next stop, South Figaro. Watch your step! CA/69C8: D2 Set event bit $1E80($106) [$1EA0, bit 6] CA/69CA: D4 Set event bit $1E80($2B9) [$1ED7, bit 1] CA/69CC: FE Return CA/69CD: C9 If ($1E80($0C6) [$1E98, bit 6] is set) and ($1E80($0C7) [$1E98, bit 7] is clear), branch to $CA69FD CA/69D5: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA5EB3 (simply returns) CA/69DB: 78 Enable ability to pass through other objects for object $31 (Party Character 0) CA/69DD: 78 Enable ability to pass through other objects for object $15 (NPC $15) CA/69DF: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/69E1: A2 Move vehicle/entity left/down 1x1 tiles CA/69E2: FF End queue CA/69E3: 15 Begin action queue for character $15 (NPC $15), 3 bytes long CA/69E5: 82 Move vehicle/entity down 1 tile CA/69E6: CD Turn vehicle/entity right CA/69E7: FF End queue CA/69E8: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/69EA: C2 Set vehicle/entity's event speed to normal CA/69EB: C7 Set vehicle/entity to stay still when moving CA/69EC: 81 Move vehicle/entity right 1 tile CA/69ED: C6 Set vehicle/entity to walk when moving CA/69EE: FF End queue CA/69EF: 4B Display dialogue message $03D6, wait for button press That's dangerous! CA/69F2: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/69F4: 80 Move vehicle/entity up 1 tile CA/69F5: A0 Move vehicle/entity right/up 1x1 tiles CA/69F6: CE Turn vehicle/entity down CA/69F7: FF End queue CA/69F8: 36 Disable ability to pass through other objects for object $31 (Party Character 0) CA/69FA: 36 Disable ability to pass through other objects for object $15 (NPC $15) CA/69FC: FE Return CA/69FD: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CA/69FF: 86 Move vehicle/entity down 2 tiles CA/6A00: CF Turn vehicle/entity left CA/6A01: FF End queue CA/6A02: 4B Display dialogue message $095B, wait for button press Nonsense! It's been fixed! Next stop, the surface! CA/6A05: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CA/6A07: C3 Set vehicle/entity's event speed to fast CA/6A08: 90 Move vehicle/entity up 5 tiles CA/6A09: FF End queue CA/6A0A: 6A Load map $0001 (World of Ruin) after fade out, (upper bits $0400), place party at (81, 84), facing up, flags $00 CA/6A10: C1 Set vehicle/entity's event speed to slow CA/6A11: D1 Make vehicle/entity disappear CA/6A12: FE Show Figaro Castle emerging CA/6A13: D2 Load map $003D (Figaro Castle, switch room and prison (always)), position (06, 34), mode $00 CA/6A19: 6C Set parent map to $0001 (World of Ruin), parent coordinates to (81, 0), facing down CA/6A1F: D2 Set event bit $1E80($106) [$1EA0, bit 6] CA/6A21: D0 Set event bit $1E80($0C7) [$1E98, bit 7] CA/6A23: D5 Clear event bit $1E80($2B7) [$1ED6, bit 7] CA/6A25: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6A27: FE Return CA/6A28: 4B Display dialogue message $094E, wait for button press I…it was awful… CA/6A2B: FE Return CA/6A2C: C0 If ($1E80($26E) [$1ECD, bit 6] is set), branch to $CA5EB3 (simply returns) CA/6A32: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CA/6A34: 09 Do vehicle/entity graphical action $09 (kneeling) CA/6A35: FF End queue CA/6A36: 94 Pause for 60 units CA/6A37: 4B Display dialogue message $094D, wait for button press GERAD: You all right? You were almost a goner. CA/6A3A: 17 Begin action queue for character $17 (NPC $17), 7 bytes long CA/6A3C: 94 Move vehicle/entity up 6 tiles CA/6A3D: A4 Move vehicle/entity right/up 1x2 tiles CA/6A3E: 83 Move vehicle/entity left 1 tile CA/6A3F: A3 Move vehicle/entity left/up 1x1 tiles CA/6A40: A3 Move vehicle/entity left/up 1x1 tiles CA/6A41: D1 Make vehicle/entity disappear CA/6A42: FF End queue CA/6A43: D4 Set event bit $1E80($26E) [$1ECD, bit 6] CA/6A45: D7 Clear event bit $1E80($383) [$1EF0, bit 3] CA/6A47: FE Return CA/6A48: 73 Replace current map's Layer 1 at (29, 5) with the following (2 x 1) chunk, refresh immediately CA/6A4D: $06, $16 CA/6A4F: B2 Call subroutine $CACA8D CA/6A53: B2 Call subroutine $CAC6AC CA/6A57: 3C Set up the party as follows: $06 (Actor in stot 6), $FF (), $FF (), $FF () CA/6A5C: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/6A5E: C2 Set vehicle/entity's event speed to normal CA/6A5F: 83 Move vehicle/entity left 1 tile CA/6A60: CC Turn vehicle/entity up CA/6A61: FF End queue CA/6A62: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long CA/6A64: CC Turn vehicle/entity up CA/6A65: FF End queue CA/6A66: 91 Pause for 15 units CA/6A67: 38 Hold screen CA/6A68: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/6A6A: 94 Move vehicle/entity up 6 tiles CA/6A6B: FF End queue CA/6A6C: 4B Display dialogue message $094F, wait for button press (At bottom of screen) GERAD: Here's the problem… What a mess… Boss! What're we gonna do? Our treasure's stored in the room back there! CA/6A6F: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/6A71: CE Turn vehicle/entity down CA/6A72: FF End queue CA/6A73: 1C Begin action queue for character $1C (NPC $1C), 2 bytes long CA/6A75: CE Turn vehicle/entity down CA/6A76: FF End queue CA/6A77: 1D Begin action queue for character $1D (NPC $1D), 2 bytes long CA/6A79: CE Turn vehicle/entity down CA/6A7A: FF End queue CA/6A7B: 1E Begin action queue for character $1E (NPC $1E), 2 bytes long (Wait until complete) CA/6A7D: CE Turn vehicle/entity down CA/6A7E: FF End queue CA/6A7F: 92 Pause for 30 units CA/6A80: 1A Begin action queue for character $1A (NPC $1A), 3 bytes long (Wait until complete) CA/6A82: 88 Move vehicle/entity up 3 tiles CA/6A83: 0A Do vehicle/entity graphical action $0A CA/6A84: FF End queue CA/6A85: 4B Display dialogue message $0950, wait for button press GERAD: You guys get in there while I keep this thing busy! “But boss! That's dangerous!” GERAD: Get going! CA/6A88: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CA/6A8A: 88 Move vehicle/entity up 3 tiles CA/6A8B: D1 Make vehicle/entity disappear CA/6A8C: FF End queue CA/6A8D: 1C Begin action queue for character $1C (NPC $1C), 4 bytes long CA/6A8F: 83 Move vehicle/entity left 1 tile CA/6A90: 84 Move vehicle/entity up 2 tiles CA/6A91: D1 Make vehicle/entity disappear CA/6A92: FF End queue CA/6A93: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/6A95: 90 Move vehicle/entity up 5 tiles CA/6A96: D1 Make vehicle/entity disappear CA/6A97: FF End queue CA/6A98: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long (Wait until complete) CA/6A9A: 94 Move vehicle/entity up 6 tiles CA/6A9B: D1 Make vehicle/entity disappear CA/6A9C: FF End queue CA/6A9D: 94 Pause for 60 units CA/6A9E: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CA/6AA0: 84 Move vehicle/entity up 2 tiles CA/6AA1: FF End queue CA/6AA2: 91 Pause for 15 units CA/6AA3: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6AA5: C3 Set vehicle/entity's event speed to fast CA/6AA6: 84 Move vehicle/entity up 2 tiles CA/6AA7: FF End queue CA/6AA8: 4B Display dialogue message $0951, wait for button press CELES: EDGAR! CA/6AAB: B5 Pause for 15 * 10 (150) units CA/6AAD: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CA/6AAF: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/6AB0: E0 Pause for 4 * 2 (8) frames CA/6AB2: 24 Do vehicle/entity graphical action $24 CA/6AB3: FF End queue CA/6AB4: 4B Display dialogue message $0952, wait for button press EDGAR: What're ya waiting for, CELES? Give me a hand!! CELES: EDGAR! It IS you! CA/6AB7: 3E Delete object $10 CA/6AB9: 3E Delete object $11 CA/6ABB: 3E Delete object $12 CA/6ABD: 3E Delete object $13 CA/6ABF: 3E Delete object $14 CA/6AC1: 3E Delete object $15 CA/6AC3: 3E Delete object $16 CA/6AC5: 3E Delete object $17 CA/6AC7: 3E Delete object $18 CA/6AC9: 3E Delete object $19 CA/6ACB: 3D Create object $04 CA/6ACD: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/6ACF: D5 Set vehicle/entity's position to (23, 8) CA/6AD2: FF End queue CA/6AD3: 77 Perform level averaging on character $04 (EDGAR ) and calculate new maximum HP/MP CA/6AD5: 8B For character $04 (Actor in stot 4), take HP and set to maximum CA/6AD8: 8C For character $04 (Actor in stot 4), take MP and set to maximum CA/6ADB: 88 Remove the following status ailments from character $04 (Actor in stot 4): Float, Dog Block, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), M-Tek, Poison, Zombie, Dark CA/6ADF: D4 Set event bit $1E80($2F4) [$1EDE, bit 4] CA/6AE1: 3F Assign character $04 (Actor in stot 4) to party 1 CA/6AE4: 9C Place optimum equipment on character $04 (Actor in stot 4) CA/6AE6: 4D Invoke battle, enemy set $54, background $37 (Tentacles), (mosaic effect enabled), (swoosh sound enabled) CA/6AE9: B2 Call subroutine $CA5EA9 CA/6AED: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6C0C CA/6AF2: 96 Restore screen from fade CA/6AF3: 5C Pause execution until fade in or fade out is complete CA/6AF4: 93 Pause for 45 units CA/6AF5: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long (Wait until complete) CA/6AF7: CE Turn vehicle/entity down CA/6AF8: FF End queue CA/6AF9: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/6AFB: 84 Move vehicle/entity up 2 tiles CA/6AFC: FF End queue CA/6AFD: 4B Display dialogue message $0953, wait for button press CELES: Why the stupid farce? EDGAR: Well, I heard that Figaro had had an accident. I wanted to help, but didn't know where to look. Then I heard that those idiots had escaped from the prison. CELES: You needed to use them… EDGAR: Bingo. I had to wait until they led me to their secret cave. CELES: Amazing, considering that you threw most of 'em in jail to begin with! CA/6B00: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/6B02: C2 Set vehicle/entity's event speed to normal CA/6B03: A0 Move vehicle/entity right/up 1x1 tiles CA/6B04: 80 Move vehicle/entity up 1 tile CA/6B05: FF End queue CA/6B06: 92 Pause for 30 units CA/6B07: DE Load CaseWord with the characters in the currently active party? CA/6B08: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6BF3 CA/6B0D: 1A Begin action queue for character $1A (NPC $1A), 10 bytes long (Wait until complete) CA/6B0F: C3 Set vehicle/entity's event speed to fast CA/6B10: 8C Move vehicle/entity up 4 tiles CA/6B11: 1B Do vehicle/entity graphical action $1B CA/6B12: E0 Pause for 4 * 10 (40) frames CA/6B14: 1F Do vehicle/entity graphical action $1F CA/6B15: E0 Pause for 4 * 4 (16) frames CA/6B17: 23 Do vehicle/entity graphical action $23 CA/6B18: FF End queue CA/6B19: 4B Display dialogue message $0955, wait for button press (At bottom of screen) EDGAR: Uh, oh…! Let's hide! CA/6B1C: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long CA/6B1E: 87 Move vehicle/entity left 2 tiles CA/6B1F: 80 Move vehicle/entity up 1 tile CA/6B20: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/6B21: FF End queue CA/6B22: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/6B24: C3 Set vehicle/entity's event speed to fast CA/6B25: 9C Move vehicle/entity up 8 tiles CA/6B26: 87 Move vehicle/entity left 2 tiles CA/6B27: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/6B28: FF End queue CA/6B29: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/6B2B: C3 Set vehicle/entity's event speed to fast CA/6B2C: 94 Move vehicle/entity up 6 tiles CA/6B2D: 85 Move vehicle/entity right 2 tiles CA/6B2E: 09 Do vehicle/entity graphical action $09 (kneeling) CA/6B2F: FF End queue CA/6B30: B5 Pause for 15 * 6 (90) units CA/6B32: 73 Replace current map's Layer 1 at (29, 5) with the following (2 x 1) chunk, refresh immediately CA/6B37: $06, $16 CA/6B39: F4 Play sound effect 44 CA/6B3B: 3D Create object $1B CA/6B3D: 41 Show object $1B CA/6B3F: 3D Create object $1C CA/6B41: 41 Show object $1C CA/6B43: 3D Create object $1D CA/6B45: 41 Show object $1D CA/6B47: 3D Create object $1E CA/6B49: 41 Show object $1E CA/6B4B: 45 Refresh objects CA/6B4C: 1B Begin action queue for character $1B (NPC $1B), 6 bytes long CA/6B4E: D5 Set vehicle/entity's position to (29, 5) CA/6B51: 9A Move vehicle/entity down 7 tiles CA/6B52: CF Turn vehicle/entity left CA/6B53: FF End queue CA/6B54: 91 Pause for 15 units CA/6B55: 1C Begin action queue for character $1C (NPC $1C), 6 bytes long CA/6B57: D5 Set vehicle/entity's position to (29, 5) CA/6B5A: 96 Move vehicle/entity down 6 tiles CA/6B5B: CD Turn vehicle/entity right CA/6B5C: FF End queue CA/6B5D: 91 Pause for 15 units CA/6B5E: 1D Begin action queue for character $1D (NPC $1D), 5 bytes long CA/6B60: D5 Set vehicle/entity's position to (29, 5) CA/6B63: 92 Move vehicle/entity down 5 tiles CA/6B64: FF End queue CA/6B65: 91 Pause for 15 units CA/6B66: 1E Begin action queue for character $1E (NPC $1E), 6 bytes long (Wait until complete) CA/6B68: D5 Set vehicle/entity's position to (29, 5) CA/6B6B: 8E Move vehicle/entity down 4 tiles CA/6B6C: CC Turn vehicle/entity up CA/6B6D: FF End queue CA/6B6E: 4B Display dialogue message $0956, wait for button press (At bottom of screen) Boss! ……? Boss? CA/6B71: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CA/6B73: C2 Set vehicle/entity's event speed to normal CA/6B74: 82 Move vehicle/entity down 1 tile CA/6B75: FF End queue CA/6B76: 4B Display dialogue message $0957, wait for button press (At bottom of screen) Must have been eaten by that thing… CA/6B79: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long (Wait until complete) CA/6B7B: C1 Set vehicle/entity's event speed to slow CA/6B7C: 82 Move vehicle/entity down 1 tile CA/6B7D: FF End queue CA/6B7E: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long (Wait until complete) CA/6B80: CC Turn vehicle/entity up CA/6B81: FF End queue CA/6B82: 93 Pause for 45 units CA/6B83: 4B Display dialogue message $0958, wait for button press It wasn't even much of a monster… Well, let's go… CA/6B86: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CA/6B88: C2 Set vehicle/entity's event speed to normal CA/6B89: 9E Move vehicle/entity down 8 tiles CA/6B8A: D1 Make vehicle/entity disappear CA/6B8B: FF End queue CA/6B8C: 1C Begin action queue for character $1C (NPC $1C), 3 bytes long CA/6B8E: FC Branch 6 bytes backwards ($CA6B88) CA/6B90: FF End queue CA/6B91: 1D Begin action queue for character $1D (NPC $1D), 3 bytes long CA/6B93: FC Branch 5 bytes backwards ($CA6B8E) CA/6B95: FF End queue CA/6B96: 1E Begin action queue for character $1E (NPC $1E), 3 bytes long CA/6B98: FC Branch 5 bytes backwards ($CA6B93) CA/6B9A: FF End queue CA/6B9B: 93 Pause for 45 units CA/6B9C: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/6B9E: A4 Move vehicle/entity right/up 1x2 tiles CA/6B9F: A4 Move vehicle/entity right/up 1x2 tiles CA/6BA0: FF End queue CA/6BA1: 39 Free screen CA/6BA2: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/6BA4: C2 Set vehicle/entity's event speed to normal CA/6BA5: 85 Move vehicle/entity right 2 tiles CA/6BA6: 86 Move vehicle/entity down 2 tiles CA/6BA7: CC Turn vehicle/entity up CA/6BA8: FF End queue CA/6BA9: 1A Begin action queue for character $1A (NPC $1A), 4 bytes long CA/6BAB: C2 Set vehicle/entity's event speed to normal CA/6BAC: 82 Move vehicle/entity down 1 tile CA/6BAD: 81 Move vehicle/entity right 1 tile CA/6BAE: FF End queue CA/6BAF: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6BB1: C2 Set vehicle/entity's event speed to normal CA/6BB2: 83 Move vehicle/entity left 1 tile CA/6BB3: FF End queue CA/6BB4: B5 Pause for 15 * 6 (90) units CA/6BB6: 4B Display dialogue message $0959, wait for button press “You don't want that treasure back…?” EDGAR: It's completely worthless. Besides, Kefka's the one we need to worry about. Those guys haven't committed any serious crimes… CELES: Come on, let's go… CA/6BB9: BE If character $05 (SABIN ) is in the current CaseWord, call subroutine $CA6BF7 CA/6BBE: F0 Play song 10 (Edgar and Sabin), (high bit clear), full volume CA/6BC0: 1A Begin action queue for character $1A (NPC $1A), 5 bytes long (Wait until complete) CA/6BC2: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/6BC3: E0 Pause for 4 * 2 (8) frames CA/6BC5: CD Turn vehicle/entity right CA/6BC6: FF End queue CA/6BC7: B5 Pause for 15 * 6 (90) units CA/6BC9: B2 Call subroutine $CB2E34 CA/6BCD: 78 Enable ability to pass through other objects for object $1A (NPC $1A) CA/6BCF: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/6BD1: 84 Move vehicle/entity up 2 tiles CA/6BD2: FF End queue CA/6BD3: 92 Pause for 30 units CA/6BD4: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CA/6BD6: 81 Move vehicle/entity right 1 tile CA/6BD7: FF End queue CA/6BD8: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/6BDA: 83 Move vehicle/entity left 1 tile CA/6BDB: FF End queue CA/6BDC: D7 Clear event bit $1E80($3F0) [$1EFE, bit 0] CA/6BDE: D7 Clear event bit $1E80($3F1) [$1EFE, bit 1] CA/6BE0: D7 Clear event bit $1E80($3F2) [$1EFE, bit 2] CA/6BE2: D7 Clear event bit $1E80($382) [$1EF0, bit 2] CA/6BE4: D7 Clear event bit $1E80($397) [$1EF2, bit 7] CA/6BE6: D6 Set event bit $1E80($381) [$1EF0, bit 1] CA/6BE8: D0 Set event bit $1E80($0C6) [$1E98, bit 6] CA/6BEA: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6BEC: 3E Delete object $1A CA/6BEE: B2 Call subroutine $CACB95 CA/6BF2: FE Return CA/6BF3: 4B Display dialogue message $0954, wait for button press SABIN: Don't treat us like strangers anymore! CA/6BF6: FE Return CA/6BF7: 32 Begin action queue for character $32 (Party Character 1), 14 bytes long CA/6BF9: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/6BFA: E0 Pause for 4 * 2 (8) frames CA/6BFC: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/6BFD: E0 Pause for 4 * 2 (8) frames CA/6BFF: 49 Do vehicle/entity graphical action $09, flipped horizontally CA/6C00: E0 Pause for 4 * 2 (8) frames CA/6C02: 4F Do vehicle/entity graphical action $0F, flipped horizontally CA/6C03: E0 Pause for 4 * 6 (24) frames CA/6C05: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/6C06: FF End queue CA/6C07: 92 Pause for 30 units CA/6C08: 4B Display dialogue message $095A, wait for button press SABIN: There's only one little problem, eh, brother! CA/6C0B: FE Return CA/6C0C: 3C Set up the party as follows: $06 (Actor in stot 6), $05 (Actor in stot 5), $FF (), $FF () CA/6C11: FE Return CA/6C12: 4B Display dialogue message $0059, wait for button press Though EDGAR showers his attentions on women, most are too smart to pay any attention to him. CA/6C15: DE Load CaseWord with the characters in the currently active party? CA/6C16: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/6C1C: 4B Display dialogue message $005E, wait for button press Ah! King EDGAR! CA/6C1F: FE Return CA/6C20: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6C42 CA/6C26: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6C3A CA/6C2C: 4B Display dialogue message $005C, wait for button press He recently tried to hit on the high priestess… Surely, he's…talked to you? CA/6C2F: DE Load CaseWord with the characters in the currently active party? CA/6C30: C0 If ($1E80($1A4) [$1EB4, bit 4] is clear), branch to $CA6C3E CA/6C36: 4B Display dialogue message $005E, wait for button press Ah! King EDGAR! CA/6C39: FE Return CA/6C3A: 4B Display dialogue message $03AB, wait for button press Who'd have thought a person could fly over a mountain range? CA/6C3D: FE Return CA/6C3E: 4B Display dialogue message $005D, wait for button press TERRA: …… CA/6C41: FE Return CA/6C42: 4B Display dialogue message $095D, wait for button press Several of the castle's citizens left to join the Cult of Kefka. If a loved one should call out a cult member's name, however… CA/6C45: FE Return CA/6C46: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6C5A CA/6C4C: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA6C56 CA/6C52: 4B Display dialogue message $0053, wait for button press Long ago, a force called “magic” existed. People who used magic were called “Mage Knights.” CA/6C55: FE Return CA/6C56: 4B Display dialogue message $03AD, wait for button press Wanna get past the mountains? This castle can't fly, but it can submerge! Find the person in charge of the Engine Room! CA/6C59: FE Return CA/6C5A: 4B Display dialogue message $095E, wait for button press Magicite gives humans magical powers? Amazing! CA/6C5D: FE Return CA/6C5E: C0 If ($1E80($2DF) [$1EDB, bit 7] is set), branch to $CA6C72 CA/6C64: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA6C6E CA/6C6A: 4B Display dialogue message $0054, wait for button press Scholars the world over are doing research on magic. Silly people, scholars… CA/6C6D: FE Return CA/6C6E: 4B Display dialogue message $095F, wait for button press Has magic really made a comeback… CA/6C71: FE Return CA/6C72: 4B Display dialogue message $0055, wait for button press Ancient texts I'm studying speak of a “1000 year-old city beneath the sand.” I wonder what this means, “…when the queen stands and takes 5 steps…” CA/6C75: FE Return CA/6C76: DE Load CaseWord with the characters in the currently active party? CA/6C77: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CA6C81 CA/6C7D: 4B Display dialogue message $005A, wait for button press His highness said he'd marry me when I get older! CA/6C80: FE Return CA/6C81: 4B Display dialogue message $005B, wait for button press I wanna marry the king! CA/6C84: FE Return CA/6C85: C0 If ($1E80($049) [$1E89, bit 1] is set), branch to $CA6D5F CA/6C8B: C0 If ($1E80($005) [$1E80, bit 5] is set), branch to $CA6D5B CA/6C91: D6 Set event bit $1E80($308) [$1EE1, bit 0] CA/6C93: D6 Set event bit $1E80($316) [$1EE2, bit 6] CA/6C95: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6C97: D0 Set event bit $1E80($005) [$1E80, bit 5] CA/6C99: F2 Fade out current song with transition time 112 CA/6C9B: 4B Display dialogue message $0067, wait for button press MATRON: EDGAR has a twin brother. He was such a nice boy… CA/6C9E: B5 Pause for 15 * 10 (150) units CA/6CA0: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/6CA2: 6A Load map $003C (Figaro Castle, library (always)) after fade out, (upper bits $2400), place party at (100, 20), facing down CA/6CA8: F1 Fade in song 11 (Coin Song) (high bit set) with transition time 255 CA/6CAB: 37 Assign graphics $04 to object $00 (Actor in stot 0) CA/6CAE: 43 Assign palette $00 to character $00 (Actor in stot 0) CA/6CB1: 42 Hide object $10 CA/6CB3: 42 Hide object $11 CA/6CB5: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6CB7: C8 Set object layering priority to 1 (low nibble 1) CA/6CB9: FF End queue CA/6CBA: 96 Restore screen from fade CA/6CBB: 5C Pause execution until fade in or fade out is complete CA/6CBC: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6CBE: 98 Move vehicle/entity up 7 tiles CA/6CBF: FF End queue CA/6CC0: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6CC2: C2 Set vehicle/entity's event speed to normal CA/6CC3: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/6CC4: FF End queue CA/6CC5: B5 Pause for 15 * 5 (75) units CA/6CC7: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/6CC9: 88 Move vehicle/entity up 3 tiles CA/6CCA: 83 Move vehicle/entity left 1 tile CA/6CCB: FF End queue CA/6CCC: 4B Display dialogue message $0068, wait for button press YOUTH: Brother, What's wrong with father? What's all this talk of his successor? EDGAR: Are you blind? Look how thin his face has become! CA/6CCF: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/6CD1: CE Turn vehicle/entity down CA/6CD2: FF End queue CA/6CD3: 93 Pause for 45 units CA/6CD4: B0 Execute the following commands until $B1 2 times CA/6CD6: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6CD8: 15 Do vehicle/entity graphical action $15 CA/6CD9: FF End queue CA/6CDA: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6CDC: CF Turn vehicle/entity left CA/6CDD: FF End queue CA/6CDE: B1 End block of repeating commands CA/6CDF: 94 Pause for 60 units CA/6CE0: 4B Display dialogue message $0069, wait for button press YOUTH: ?……What is it? CA/6CE3: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/6CE5: E0 Pause for 4 * 2 (8) frames CA/6CE7: 8B Move vehicle/entity left 3 tiles CA/6CE8: FF End queue CA/6CE9: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6CEB: 87 Move vehicle/entity left 2 tiles CA/6CEC: 82 Move vehicle/entity down 1 tile CA/6CED: FF End queue CA/6CEE: 38 Hold screen CA/6CEF: 4B Display dialogue message $006A, wait for button press (At bottom of screen) YOUTH: Brother! CA/6CF2: 93 Pause for 45 units CA/6CF3: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/6CF5: 20 Do vehicle/entity graphical action $20 CA/6CF6: FF End queue CA/6CF7: B5 Pause for 15 * 6 (90) units CA/6CF9: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/6CFB: E0 Pause for 4 * 2 (8) frames CA/6CFD: 83 Move vehicle/entity left 1 tile CA/6CFE: 82 Move vehicle/entity down 1 tile CA/6CFF: FF End queue CA/6D00: 31 Begin action queue for character $31 (Party Character 0), 7 bytes long (Wait until complete) CA/6D02: A1 Move vehicle/entity right/down 1x1 tiles CA/6D03: 86 Move vehicle/entity down 2 tiles CA/6D04: 83 Move vehicle/entity left 1 tile CA/6D05: A2 Move vehicle/entity left/down 1x1 tiles CA/6D06: A2 Move vehicle/entity left/down 1x1 tiles CA/6D07: D1 Make vehicle/entity disappear CA/6D08: FF End queue CA/6D09: 45 Refresh objects CA/6D0A: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/6D0C: C1 Set vehicle/entity's event speed to slow CA/6D0D: 80 Move vehicle/entity up 1 tile CA/6D0E: FF End queue CA/6D0F: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6D11: 13 Do vehicle/entity graphical action $13 CA/6D12: FF End queue CA/6D13: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6D15: CE Turn vehicle/entity down CA/6D16: FF End queue CA/6D17: 93 Pause for 45 units CA/6D18: 4B Display dialogue message $006B, wait for button press YOUTH: Tears……?! CA/6D1B: 94 Pause for 60 units CA/6D1C: B2 Call subroutine $CAD00F CA/6D20: 94 Pause for 60 units CA/6D21: 4B Display dialogue message $006C, wait for button press (Show text only) (At bottom of screen) EDGAR's twin brother, who traded the throne for his own freedom… CA/6D24: 92 Pause for 30 units CA/6D25: 7F Change character $05's name to $05 (SABIN ) CA/6D28: 37 Assign graphics $05 to object $05 (Actor in stot 5) CA/6D2B: 43 Assign palette $00 to character $05 (Actor in stot 5) CA/6D2E: 98 Invoke name change screen for character $05 (Actor in stot 5) CA/6D30: 50 Tint screen (cumulative) with color $BC CA/6D32: 96 Restore screen from fade CA/6D33: 94 Pause for 60 units CA/6D34: F2 Fade out current song with transition time 128 CA/6D36: B2 Call subroutine $CAD015 CA/6D3A: 94 Pause for 60 units CA/6D3B: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/6D3D: 6A Load map $0039 (Figaro Castle, west tower (Edgar's room) (always)) after fade out, (upper bits $3400), place party at (59, 21), facing left CA/6D43: 39 Free screen CA/6D44: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/6D46: C8 Set object layering priority to 0 (low nibble 0) CA/6D48: FF End queue CA/6D49: 37 Assign graphics $00 to object $00 (Actor in stot 0) CA/6D4C: 43 Assign palette $02 to character $00 (Actor in stot 0) CA/6D4F: 41 Show object $31 CA/6D51: 96 Restore screen from fade CA/6D52: 94 Pause for 60 units CA/6D53: 4B Display dialogue message $006D, wait for button press MATRON: Yes… His name is SABIN. Oh, he looked so like his father! When he ran away, he was a sweet little child. I wonder what he's like now? CA/6D56: F3 Fade in previously faded out song with transition time 128 CA/6D58: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6D5A: FE Return CA/6D5B: 4B Display dialogue message $0066, wait for button press MATRON: EDGAR's at it again!? He hits on anything that moves! CA/6D5E: FE Return CA/6D5F: 4B Display dialogue message $03B3, wait for button press MATRON: SABIN… Every bit an adult, now… I remember that time so vividly. I was so angry… I learned something important on that day… CA/6D62: FE Return CA/6D63: 4B Display dialogue message $0073, wait for button press EDGAR: Well? How do you like my castle? CA/6D66: F2 Fade out current song with transition time 8 CA/6D68: 3D Create object $13 CA/6D6A: 41 Show object $13 CA/6D6C: 45 Refresh objects CA/6D6D: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/6D6F: E0 Pause for 4 * 20 (80) frames CA/6D71: CD Turn vehicle/entity right CA/6D72: FF End queue CA/6D73: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/6D75: 94 Move vehicle/entity up 6 tiles CA/6D76: FF End queue CA/6D77: 4B Display dialogue message $0074, wait for button press King EDGAR! Someone from the Empire to see you! CA/6D7A: F0 Play song 22 (Kefka), (high bit clear), full volume CA/6D7C: 92 Pause for 30 units CA/6D7D: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/6D7F: 58 Do vehicle/entity graphical action $18, flipped horizontally CA/6D80: FF End queue CA/6D81: 4B Display dialogue message $0075, wait for button press EDGAR: Probably Kefka! CA/6D84: D6 Set event bit $1E80($311) [$1EE2, bit 1] CA/6D86: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/6D88: D7 Clear event bit $1E80($315) [$1EE2, bit 5] CA/6D8A: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/6D8C: 6A Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) after fade out, (upper bits $2400), place party at (28, 51), facing down CA/6D92: 40 Assign properties $04 to character $04 (Actor in stot 4) CA/6D95: 88 Remove the following status ailments from character $04 (Actor in stot 4): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/6D99: 8B For character $04 (Actor in stot 4), take HP and set to maximum CA/6D9C: 3D Create object $04 CA/6D9E: 3F Assign character $04 (Actor in stot 4) to party 1 CA/6DA1: D4 Set event bit $1E80($2E4) [$1EDC, bit 4] CA/6DA3: D4 Set event bit $1E80($2F4) [$1EDE, bit 4] CA/6DA5: 42 Hide object $00 CA/6DA7: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/6DAC: 3F Remove character $00 (Actor in stot 0) from the party CA/6DAF: 3E Delete object $00 CA/6DB1: 38 Hold screen CA/6DB2: 41 Show object $04 CA/6DB4: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/6DB6: D5 Set vehicle/entity's position to (28, 16) CA/6DB9: FF End queue CA/6DBA: 41 Show object $10 CA/6DBC: 45 Refresh objects CA/6DBD: 59 Unfade screen at speed $08 CA/6DBF: 15 Begin action queue for character $15 (NPC $15), 6 bytes long CA/6DC1: 9C Move vehicle/entity up 8 tiles CA/6DC2: 80 Move vehicle/entity up 1 tile CA/6DC3: E0 Pause for 4 * 10 (40) frames CA/6DC5: CD Turn vehicle/entity right CA/6DC6: FF End queue CA/6DC7: 16 Begin action queue for character $16 (NPC $16), 6 bytes long CA/6DC9: 9C Move vehicle/entity up 8 tiles CA/6DCA: 80 Move vehicle/entity up 1 tile CA/6DCB: E0 Pause for 4 * 10 (40) frames CA/6DCD: CF Turn vehicle/entity left CA/6DCE: FF End queue CA/6DCF: 14 Begin action queue for character $14 (NPC $14), 11 bytes long (Wait until complete) CA/6DD1: 94 Move vehicle/entity up 6 tiles CA/6DD2: E0 Pause for 4 * 10 (40) frames CA/6DD4: CE Turn vehicle/entity down CA/6DD5: E0 Pause for 4 * 6 (24) frames CA/6DD7: 20 Do vehicle/entity graphical action $20 CA/6DD8: E0 Pause for 4 * 2 (8) frames CA/6DDA: 09 Do vehicle/entity graphical action $09 (kneeling) CA/6DDB: FF End queue CA/6DDC: 95 Pause for 120 units CA/6DDD: 4B Display dialogue message $0076, wait for button press (At bottom of screen) KEFKA: Phooey! Emperor Gestahl's stupid orders! CA/6DE0: 92 Pause for 30 units CA/6DE1: 14 Begin action queue for character $14 (NPC $14), 11 bytes long (Wait until complete) CA/6DE3: C7 Set vehicle/entity to stay still when moving CA/6DE4: DC Make vehicle/entity jump (low) CA/6DE5: CE Turn vehicle/entity down CA/6DE6: 19 Do vehicle/entity graphical action $19 CA/6DE7: DD Make vehicle/entity jump (high) CA/6DE8: CE Turn vehicle/entity down CA/6DE9: 19 Do vehicle/entity graphical action $19 CA/6DEA: E0 Pause for 4 * 1 (4) frames CA/6DEC: 18 Do vehicle/entity graphical action $18 CA/6DED: FF End queue CA/6DEE: 4B Display dialogue message $0077, wait for button press (At bottom of screen) KEFKA: EDGAR, you pinhead! Why do you have to live in the middle of nowhere? These recon jobs are the pits! CA/6DF1: 14 Begin action queue for character $14 (NPC $14), 8 bytes long (Wait until complete) CA/6DF3: 23 Do vehicle/entity graphical action $23 CA/6DF4: E0 Pause for 4 * 6 (24) frames CA/6DF6: 19 Do vehicle/entity graphical action $19 CA/6DF7: E0 Pause for 4 * 1 (4) frames CA/6DF9: 1A Do vehicle/entity graphical action $1A CA/6DFA: FF End queue CA/6DFB: 4B Display dialogue message $0078, wait for button press (At bottom of screen) KEFKA: Ahem…there's SAND on my boots! CA/6DFE: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6E00: 0A Do vehicle/entity graphical action $0A CA/6E01: FF End queue CA/6E02: 91 Pause for 15 units CA/6E03: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CA/6E05: 1F Do vehicle/entity graphical action $1F CA/6E06: E0 Pause for 4 * 4 (16) frames CA/6E08: CE Turn vehicle/entity down CA/6E09: E0 Pause for 4 * 4 (16) frames CA/6E0B: C3 Set vehicle/entity's event speed to fast CA/6E0C: 86 Move vehicle/entity down 2 tiles CA/6E0D: FF End queue CA/6E0E: 91 Pause for 15 units CA/6E0F: 16 Begin action queue for character $16 (NPC $16), 9 bytes long (Wait until complete) CA/6E11: 1F Do vehicle/entity graphical action $1F CA/6E12: E0 Pause for 4 * 4 (16) frames CA/6E14: CE Turn vehicle/entity down CA/6E15: E0 Pause for 4 * 2 (8) frames CA/6E17: C3 Set vehicle/entity's event speed to fast CA/6E18: 86 Move vehicle/entity down 2 tiles CA/6E19: FF End queue CA/6E1A: 15 Begin action queue for character $15 (NPC $15), 3 bytes long (Wait until complete) CA/6E1C: A1 Move vehicle/entity right/down 1x1 tiles CA/6E1D: CC Turn vehicle/entity up CA/6E1E: FF End queue CA/6E1F: B0 Execute the following commands until $B1 8 times CA/6E21: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/6E23: 5B Do vehicle/entity graphical action $1B, flipped horizontally CA/6E24: FF End queue CA/6E25: 15 Begin action queue for character $15 (NPC $15), 2 bytes long (Wait until complete) CA/6E27: 5C Do vehicle/entity graphical action $1C, flipped horizontally CA/6E28: FF End queue CA/6E29: F4 Play sound effect 13 CA/6E2B: B1 End block of repeating commands CA/6E2C: 15 Begin action queue for character $15 (NPC $15), 4 bytes long (Wait until complete) CA/6E2E: A3 Move vehicle/entity left/up 1x1 tiles CA/6E2F: 1A Do vehicle/entity graphical action $1A CA/6E30: C2 Set vehicle/entity's event speed to normal CA/6E31: FF End queue CA/6E32: 91 Pause for 15 units CA/6E33: 14 Begin action queue for character $14 (NPC $14), 2 bytes long CA/6E35: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/6E36: FF End queue CA/6E37: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CA/6E39: A2 Move vehicle/entity left/down 1x1 tiles CA/6E3A: CC Turn vehicle/entity up CA/6E3B: FF End queue CA/6E3C: B0 Execute the following commands until $B1 8 times CA/6E3E: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/6E40: 1B Do vehicle/entity graphical action $1B CA/6E41: FF End queue CA/6E42: 16 Begin action queue for character $16 (NPC $16), 2 bytes long (Wait until complete) CA/6E44: 1C Do vehicle/entity graphical action $1C CA/6E45: FF End queue CA/6E46: F4 Play sound effect 13 CA/6E48: B1 End block of repeating commands CA/6E49: 16 Begin action queue for character $16 (NPC $16), 4 bytes long (Wait until complete) CA/6E4B: A0 Move vehicle/entity right/up 1x1 tiles CA/6E4C: 1A Do vehicle/entity graphical action $1A CA/6E4D: C2 Set vehicle/entity's event speed to normal CA/6E4E: FF End queue CA/6E4F: 92 Pause for 30 units CA/6E50: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6E52: CE Turn vehicle/entity down CA/6E53: FF End queue CA/6E54: 4B Display dialogue message $0079, wait for button press (At bottom of screen) SOLDIERS: Yes, Sir! All set, Sir! CA/6E57: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/6E59: 20 Do vehicle/entity graphical action $20 CA/6E5A: E0 Pause for 4 * 1 (4) frames CA/6E5C: CE Turn vehicle/entity down CA/6E5D: FF End queue CA/6E5E: 93 Pause for 45 units CA/6E5F: F4 Play sound effect 205 CA/6E61: B0 Execute the following commands until $B1 8 times CA/6E63: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6E65: 1D Do vehicle/entity graphical action $1D CA/6E66: FF End queue CA/6E67: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6E69: 1E Do vehicle/entity graphical action $1E CA/6E6A: FF End queue CA/6E6B: B1 End block of repeating commands CA/6E6C: B5 Pause for 15 * 10 (150) units CA/6E6E: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6E70: 18 Do vehicle/entity graphical action $18 CA/6E71: FF End queue CA/6E72: 4B Display dialogue message $007A, wait for button press (At bottom of screen) KEFKA: Idiots! CA/6E75: 30 Begin action queue for character $30 (Camera), 4 bytes long CA/6E77: C2 Set vehicle/entity's event speed to normal CA/6E78: 9C Move vehicle/entity up 8 tiles CA/6E79: 84 Move vehicle/entity up 2 tiles CA/6E7A: FF End queue CA/6E7B: 10 Begin action queue for character $10 (NPC $10), 5 bytes long CA/6E7D: E0 Pause for 4 * 34 (136) frames CA/6E7F: 83 Move vehicle/entity left 1 tile CA/6E80: CE Turn vehicle/entity down CA/6E81: FF End queue CA/6E82: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/6E84: E0 Pause for 4 * 4 (16) frames CA/6E86: 9C Move vehicle/entity up 8 tiles CA/6E87: 80 Move vehicle/entity up 1 tile CA/6E88: FF End queue CA/6E89: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CA/6E8B: E0 Pause for 4 * 4 (16) frames CA/6E8D: 9C Move vehicle/entity up 8 tiles CA/6E8E: 80 Move vehicle/entity up 1 tile CA/6E8F: FF End queue CA/6E90: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/6E92: C6 Set vehicle/entity to walk when moving CA/6E93: 9C Move vehicle/entity up 8 tiles CA/6E94: 84 Move vehicle/entity up 2 tiles CA/6E95: FF End queue CA/6E96: 4B Display dialogue message $0072, wait for button press Sir Kefka!? What on earth do… KEFKA: Outta my way! CA/6E99: 91 Pause for 15 units CA/6E9A: 10 Begin action queue for character $10 (NPC $10), 4 bytes long CA/6E9C: C7 Set vehicle/entity to stay still when moving CA/6E9D: CD Turn vehicle/entity right CA/6E9E: 81 Move vehicle/entity right 1 tile CA/6E9F: FF End queue CA/6EA0: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/6EA2: CD Turn vehicle/entity right CA/6EA3: FF End queue CA/6EA4: 92 Pause for 30 units CA/6EA5: 35 Pause execution until action queue for object $30 (Camera) is complete CA/6EA7: B2 Call subroutine $CAD05B CA/6EAB: 10 Begin action queue for character $10 (NPC $10), 8 bytes long CA/6EAD: E0 Pause for 4 * 6 (24) frames CA/6EAF: C6 Set vehicle/entity to walk when moving CA/6EB0: CF Turn vehicle/entity left CA/6EB1: E0 Pause for 4 * 6 (24) frames CA/6EB3: CC Turn vehicle/entity up CA/6EB4: FF End queue CA/6EB5: 15 Begin action queue for character $15 (NPC $15), 9 bytes long CA/6EB7: C8 Set object layering priority to 3 (low nibble 3) CA/6EB9: 81 Move vehicle/entity right 1 tile CA/6EBA: 9C Move vehicle/entity up 8 tiles CA/6EBB: C3 Set vehicle/entity's event speed to fast CA/6EBC: A0 Move vehicle/entity right/up 1x1 tiles CA/6EBD: 80 Move vehicle/entity up 1 tile CA/6EBE: 90 Move vehicle/entity up 5 tiles CA/6EBF: FF End queue CA/6EC0: 16 Begin action queue for character $16 (NPC $16), 11 bytes long CA/6EC2: C8 Set object layering priority to 3 (low nibble 3) CA/6EC4: E0 Pause for 4 * 4 (16) frames CA/6EC6: 83 Move vehicle/entity left 1 tile CA/6EC7: 90 Move vehicle/entity up 5 tiles CA/6EC8: C3 Set vehicle/entity's event speed to fast CA/6EC9: A3 Move vehicle/entity left/up 1x1 tiles CA/6ECA: 9C Move vehicle/entity up 8 tiles CA/6ECB: 80 Move vehicle/entity up 1 tile CA/6ECC: FF End queue CA/6ECD: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/6ECF: C8 Set object layering priority to 3 (low nibble 3) CA/6ED1: 9C Move vehicle/entity up 8 tiles CA/6ED2: 90 Move vehicle/entity up 5 tiles CA/6ED3: FF End queue CA/6ED4: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/6ED6: C1 Set vehicle/entity's event speed to slow CA/6ED7: E0 Pause for 4 * 26 (104) frames CA/6ED9: 96 Move vehicle/entity down 6 tiles CA/6EDA: FF End queue CA/6EDB: 30 Begin action queue for character $30 (Camera), 4 bytes long (Wait until complete) CA/6EDD: 9C Move vehicle/entity up 8 tiles CA/6EDE: 9C Move vehicle/entity up 8 tiles CA/6EDF: 88 Move vehicle/entity up 3 tiles CA/6EE0: FF End queue CA/6EE1: 39 Free screen CA/6EE2: 3A Enable player to move while event commands execute CA/6EE3: D7 Clear event bit $1E80($308) [$1EE1, bit 0] CA/6EE5: FE Return CA/6EE6: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA6EFE CA/6EEC: 4B Display dialogue message $0071, wait for button press EDGAR: You've been busy down south! Looking for more cities to destroy? TROOPER: That's for us to know! CA/6EEF: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/6EF1: FE Return CA/6EF2: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA6EFE CA/6EF8: 4B Display dialogue message $007B, wait for button press EDGAR: I thought we were allies! What are you doing in my domain? CA/6EFB: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/6EFD: FE Return CA/6EFE: 4B Display dialogue message $0092, wait for button press Fire! Fire! Heh, heh heh… CA/6F01: FE Return CA/6F02: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA6F5C CA/6F08: C1 If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1F1) [$1EBE, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/6F10: 4B Display dialogue message $007C, wait for button press EDGAR: What brings Kefka, humble servant of Emperor Gestahl, into our lowly presence? KEFKA: A girl of no importance recently escaped from us. We heard she found refuge here… CA/6F13: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/6F15: C1 Set vehicle/entity's event speed to slow CA/6F16: 84 Move vehicle/entity up 2 tiles CA/6F17: E0 Pause for 4 * 2 (8) frames CA/6F19: CD Turn vehicle/entity right CA/6F1A: FF End queue CA/6F1B: 4B Display dialogue message $007D, wait for button press EDGAR: Hmm…this wouldn't have anything to do with this “witch” everyone's been whispering about, would it? KEFKA: Lies! She…merely stole something of minor value. Is she here? CA/6F1E: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/6F20: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/6F21: FF End queue CA/6F22: 4B Display dialogue message $007E, wait for button press EDGAR: That's a tough one! CA/6F25: 94 Pause for 60 units CA/6F26: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/6F28: C2 Set vehicle/entity's event speed to normal CA/6F29: 82 Move vehicle/entity down 1 tile CA/6F2A: FF End queue CA/6F2B: 4B Display dialogue message $007F, wait for button press EDGAR: You see, there're more girls here than grains of sand out there. I can't keep track of 'em all! KEFKA: I'd hate to be you if we find out you're lying… Mwa, ha! CA/6F2E: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/6F30: 82 Move vehicle/entity down 1 tile CA/6F31: E0 Pause for 4 * 2 (8) frames CA/6F33: CD Turn vehicle/entity right CA/6F34: FF End queue CA/6F35: 4B Display dialogue message $0080, wait for button press KEFKA: I truly hope nothing happens to your precious Figaro…! CA/6F38: F2 Fade out current song with transition time 128 CA/6F3A: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/6F3C: 9E Move vehicle/entity down 8 tiles CA/6F3D: 9E Move vehicle/entity down 8 tiles CA/6F3E: FF End queue CA/6F3F: 15 Begin action queue for character $15 (NPC $15), 8 bytes long CA/6F41: C3 Set vehicle/entity's event speed to fast CA/6F42: E0 Pause for 4 * 1 (4) frames CA/6F44: A8 Move vehicle/entity left/down 1x2 tiles CA/6F45: C2 Set vehicle/entity's event speed to normal CA/6F46: 9E Move vehicle/entity down 8 tiles CA/6F47: 96 Move vehicle/entity down 6 tiles CA/6F48: FF End queue CA/6F49: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/6F4B: C3 Set vehicle/entity's event speed to fast CA/6F4C: E0 Pause for 4 * 8 (32) frames CA/6F4E: A1 Move vehicle/entity right/down 1x1 tiles CA/6F4F: C2 Set vehicle/entity's event speed to normal CA/6F50: 9E Move vehicle/entity down 8 tiles CA/6F51: 8E Move vehicle/entity down 4 tiles CA/6F52: FF End queue CA/6F53: 94 Pause for 60 units CA/6F54: 3A Enable player to move while event commands execute CA/6F55: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/6F57: D0 Set event bit $1E80($006) [$1E80, bit 6] CA/6F59: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/6F5B: FE Return CA/6F5C: 4B Display dialogue message $0090, wait for button press KEFKA: Bring me the girl. Now! EDGAR: I don't know what you're talking about! KEFKA: Then… welcome to my barbecue!! Uwa ha ha ha! CA/6F5F: FE Return CA/6F60: C0 If ($1E80($1FF) [$1EBF, bit 7] is set), branch to $CA5EB3 (simply returns) CA/6F66: C0 If ($1E80($006) [$1E80, bit 6] is clear), branch to $CA5EB3 (simply returns) CA/6F6C: B2 Call subroutine $CACA8D CA/6F70: 1B Begin action queue for character $1B (NPC $1B), 2 bytes long CA/6F72: CE Turn vehicle/entity down CA/6F73: FF End queue CA/6F74: F0 Play song 10 (Edgar and Sabin), (high bit clear), full volume CA/6F76: 4B Display dialogue message $0081, wait for button press (At bottom of screen) LOCKE: I'd say that guy's missing a few buttons… EDGAR: … Where's TERRA? CA/6F79: B2 Call subroutine $CAD037 CA/6F7D: 91 Pause for 15 units CA/6F7E: 3D Create object $00 CA/6F80: 3F Assign character $00 (Actor in stot 0) to party 1 CA/6F83: 45 Refresh objects CA/6F84: 1B Begin action queue for character $1B (NPC $1B), 4 bytes long CA/6F86: 86 Move vehicle/entity down 2 tiles CA/6F87: 81 Move vehicle/entity right 1 tile CA/6F88: CF Turn vehicle/entity left CA/6F89: FF End queue CA/6F8A: 00 Begin action queue for character $00 (Actor in stot 0), 6 bytes long CA/6F8C: D5 Set vehicle/entity's position to (28, 13) CA/6F8F: CE Turn vehicle/entity down CA/6F90: C2 Set vehicle/entity's event speed to normal CA/6F91: FF End queue CA/6F92: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/6F94: C2 Set vehicle/entity's event speed to normal CA/6F95: 82 Move vehicle/entity down 1 tile CA/6F96: 83 Move vehicle/entity left 1 tile CA/6F97: CC Turn vehicle/entity up CA/6F98: FF End queue CA/6F99: 41 Show object $00 CA/6F9B: 45 Refresh objects CA/6F9C: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/6F9E: 8A Move vehicle/entity down 3 tiles CA/6F9F: FF End queue CA/6FA0: 92 Pause for 30 units CA/6FA1: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/6FA3: 81 Move vehicle/entity right 1 tile CA/6FA4: E0 Pause for 4 * 3 (12) frames CA/6FA6: FF End queue CA/6FA7: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/6FA9: 8A Move vehicle/entity down 3 tiles CA/6FAA: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/6FAB: FF End queue CA/6FAC: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CA/6FAE: 8A Move vehicle/entity down 3 tiles CA/6FAF: 23 Do vehicle/entity graphical action $23 CA/6FB0: FF End queue CA/6FB1: 93 Pause for 45 units CA/6FB2: 4B Display dialogue message $0082, wait for button press (At bottom of screen) EDGAR: Take her to her room… CA/6FB5: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/6FB7: 88 Move vehicle/entity up 3 tiles CA/6FB8: FF End queue CA/6FB9: 4B Display dialogue message $0083, wait for button press (At bottom of screen) EDGAR: I'd love to chat with you, but the Chancellor and I must plan our strategy. Sometimes I hate being a king! If you'll excuse me. CA/6FBC: 38 Hold screen CA/6FBD: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/6FBF: C2 Set vehicle/entity's event speed to normal CA/6FC0: 80 Move vehicle/entity up 1 tile CA/6FC1: FF End queue CA/6FC2: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/6FC4: E0 Pause for 4 * 16 (64) frames CA/6FC6: CC Turn vehicle/entity up CA/6FC7: FF End queue CA/6FC8: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/6FCA: 83 Move vehicle/entity left 1 tile CA/6FCB: 84 Move vehicle/entity up 2 tiles CA/6FCC: 81 Move vehicle/entity right 1 tile CA/6FCD: 80 Move vehicle/entity up 1 tile CA/6FCE: D1 Make vehicle/entity disappear CA/6FCF: FF End queue CA/6FD0: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/6FD4: 3F Remove character $04 (Actor in stot 4) from the party CA/6FD7: 3E Delete object $04 CA/6FD9: 45 Refresh objects CA/6FDA: 45 Refresh objects CA/6FDB: 39 Free screen CA/6FDC: 3C Set up the party as follows: $00 (Actor in stot 0), $FF (), $FF (), $FF () CA/6FE1: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long CA/6FE3: CD Turn vehicle/entity right CA/6FE4: FF End queue CA/6FE5: 1B Begin action queue for character $1B (NPC $1B), 3 bytes long (Wait until complete) CA/6FE7: 8C Move vehicle/entity up 4 tiles CA/6FE8: CF Turn vehicle/entity left CA/6FE9: FF End queue CA/6FEA: 35 Pause execution until action queue for object $30 (Camera) is complete CA/6FEC: 4B Display dialogue message $0084, wait for button press LOCKE: Follow me. CA/6FEF: B2 Call subroutine $CAD04F CA/6FF3: 91 Pause for 15 units CA/6FF4: 1B Begin action queue for character $1B (NPC $1B), 12 bytes long CA/6FF6: 19 Do vehicle/entity graphical action $19 CA/6FF7: E0 Pause for 4 * 2 (8) frames CA/6FF9: 1A Do vehicle/entity graphical action $1A CA/6FFA: E0 Pause for 4 * 4 (16) frames CA/6FFC: 9E Move vehicle/entity down 8 tiles CA/6FFD: 8A Move vehicle/entity down 3 tiles CA/6FFE: 8D Move vehicle/entity right 4 tiles CA/6FFF: 88 Move vehicle/entity up 3 tiles CA/7000: D1 Make vehicle/entity disappear CA/7001: FF End queue CA/7002: D7 Clear event bit $1E80($311) [$1EE2, bit 1] CA/7004: D6 Set event bit $1E80($313) [$1EE2, bit 3] CA/7006: D6 Set event bit $1E80($315) [$1EE2, bit 5] CA/7008: D2 Set event bit $1E80($1FF) [$1EBF, bit 7] CA/700A: D0 Set event bit $1E80($008) [$1E81, bit 0] CA/700C: 3A Enable player to move while event commands execute CA/700D: FE Return CA/700E: B2 Call subroutine $CACA8D CA/7012: 13 Begin action queue for character $13 (NPC $13), 2 bytes long CA/7014: CE Turn vehicle/entity down CA/7015: FF End queue CA/7016: 4B Display dialogue message $0085, wait for button press (At bottom of screen) LOCKE: Don't you worry 'bout a thing! I'll… TERRA: You're LOCKE, right? EDGAR told me about you. Is it true you're a thief? CA/7019: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CA/701B: 81 Move vehicle/entity right 1 tile CA/701C: CF Turn vehicle/entity left CA/701D: FF End queue CA/701E: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/7020: 82 Move vehicle/entity down 1 tile CA/7021: CD Turn vehicle/entity right CA/7022: FF End queue CA/7023: 4B Display dialogue message $0086, wait for button press LOCKE: That's TREASURE HUNTER! CA/7026: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/7028: 83 Move vehicle/entity left 1 tile CA/7029: 82 Move vehicle/entity down 1 tile CA/702A: FF End queue CA/702B: 4B Display dialogue message $0087, wait for button press LOCKE: On the surface, EDGAR pretends to support the Empire. The truth is, he's collaborating with the Returners, an organization opposed to the Empire. I am his contact with that group… CA/702E: 92 Pause for 30 units CA/702F: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/7031: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/7032: FF End queue CA/7033: 4B Display dialogue message $0088, wait for button press LOCKE: The old man you met in Narshe is one of us. TERRA: Empire…but I'm a soldier of the Empire…! CA/7036: 92 Pause for 30 units CA/7037: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/7039: 22 Do vehicle/entity graphical action $22 CA/703A: FF End queue CA/703B: 91 Pause for 15 units CA/703C: 13 Begin action queue for character $13 (NPC $13), 2 bytes long (Wait until complete) CA/703E: CD Turn vehicle/entity right CA/703F: FF End queue CA/7040: 91 Pause for 15 units CA/7041: 4B Display dialogue message $0089, wait for button press LOCKE: That's not true! They were using you! Things are different now. CA/7044: B0 Execute the following commands until $B1 3 times CA/7046: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long (Wait until complete) CA/7048: 23 Do vehicle/entity graphical action $23 CA/7049: E0 Pause for 4 * 1 (4) frames CA/704B: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/704C: E0 Pause for 4 * 1 (4) frames CA/704E: FF End queue CA/704F: B1 End block of repeating commands CA/7050: 4B Display dialogue message $008A, wait for button press TERRA: I don't understand… What should I do? CA/7053: 91 Pause for 15 units CA/7054: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/7056: 80 Move vehicle/entity up 1 tile CA/7057: 81 Move vehicle/entity right 1 tile CA/7058: FF End queue CA/7059: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/705B: 23 Do vehicle/entity graphical action $23 CA/705C: FF End queue CA/705D: 4B Display dialogue message $008B, wait for button press LOCKE: I can't tell you what to do. You don't have to decide right now. You'll soon find your way… CA/7060: F2 Fade out current song with transition time 160 CA/7062: 13 Begin action queue for character $13 (NPC $13), 10 bytes long CA/7064: 82 Move vehicle/entity down 1 tile CA/7065: 81 Move vehicle/entity right 1 tile CA/7066: 86 Move vehicle/entity down 2 tiles CA/7067: 83 Move vehicle/entity left 1 tile CA/7068: A2 Move vehicle/entity left/down 1x1 tiles CA/7069: A2 Move vehicle/entity left/down 1x1 tiles CA/706A: 83 Move vehicle/entity left 1 tile CA/706B: 86 Move vehicle/entity down 2 tiles CA/706C: D1 Make vehicle/entity disappear CA/706D: FF End queue CA/706E: 00 Begin action queue for character $00 (Actor in stot 0), 5 bytes long (Wait until complete) CA/7070: CE Turn vehicle/entity down CA/7071: E0 Pause for 4 * 48 (192) frames CA/7073: 20 Do vehicle/entity graphical action $20 CA/7074: FF End queue CA/7075: 45 Refresh objects CA/7076: 95 Pause for 120 units CA/7077: 4B Display dialogue message $008C, wait for button press TERRA: But how will I know which way is right… CA/707A: 95 Pause for 120 units CA/707B: D7 Clear event bit $1E80($313) [$1EE2, bit 3] CA/707D: D1 Clear event bit $1E80($008) [$1E81, bit 0] CA/707F: 97 Fade screen to black CA/7080: 5C Pause execution until fade in or fade out is complete CA/7081: 3D Create object $04 CA/7083: 3F Assign character $04 (Actor in stot 4) to party 1 CA/7086: 3F Remove character $00 (Actor in stot 0) from the party CA/7089: 3E Delete object $00 CA/708B: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/708D: 3C Set up the party as follows: $04 (Actor in stot 4), $FF (), $FF (), $FF () CA/7092: B5 Pause for 15 * 10 (150) units CA/7094: F0 Play song 27 (The Empire Gestahl), (high bit clear), full volume CA/7096: B5 Pause for 15 * 24 (360) units CA/7098: 6B Load map $0039 (Figaro Castle, west tower (Edgar's room) (always)) instantly, (upper bits $2400), place party at (58, 14), facing down CA/709E: 42 Hide object $10 CA/70A0: 42 Hide object $11 CA/70A2: 41 Show object $04 CA/70A4: 45 Refresh objects CA/70A5: 59 Unfade screen at speed $02 CA/70A7: B5 Pause for 15 * 16 (240) units CA/70A9: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/70AB: 81 Move vehicle/entity right 1 tile CA/70AC: 86 Move vehicle/entity down 2 tiles CA/70AD: 83 Move vehicle/entity left 1 tile CA/70AE: 8E Move vehicle/entity down 4 tiles CA/70AF: E0 Pause for 4 * 8 (32) frames CA/70B1: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/70B2: FF End queue CA/70B3: 4B Display dialogue message $008D, wait for button press EDGAR: …? What the…?! CA/70B6: 04 Begin action queue for character $04 (Actor in stot 4), 11 bytes long (Wait until complete) CA/70B8: C3 Set vehicle/entity's event speed to fast CA/70B9: 86 Move vehicle/entity down 2 tiles CA/70BA: 85 Move vehicle/entity right 2 tiles CA/70BB: 86 Move vehicle/entity down 2 tiles CA/70BC: 8D Move vehicle/entity right 4 tiles CA/70BD: A1 Move vehicle/entity right/down 1x1 tiles CA/70BE: A1 Move vehicle/entity right/down 1x1 tiles CA/70BF: 81 Move vehicle/entity right 1 tile CA/70C0: 86 Move vehicle/entity down 2 tiles CA/70C1: D1 Make vehicle/entity disappear CA/70C2: FF End queue CA/70C3: 45 Refresh objects CA/70C4: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/70C6: D7 Clear event bit $1E80($30B) [$1EE1, bit 3] CA/70C8: D0 Set event bit $1E80($0DE) [$1E9B, bit 6] CA/70CA: 6A Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) after fade out, (upper bits $2400), place party at (28, 9), facing down CA/70D0: B2 Call subroutine $CAEA1A CA/70D4: 38 Hold screen CA/70D5: 19 Begin action queue for character $19 (NPC $19), 2 bytes long CA/70D7: CE Turn vehicle/entity down CA/70D8: FF End queue CA/70D9: 1A Begin action queue for character $1A (NPC $1A), 2 bytes long CA/70DB: CE Turn vehicle/entity down CA/70DC: FF End queue CA/70DD: 12 Begin action queue for character $12 (NPC $12), 7 bytes long CA/70DF: C3 Set vehicle/entity's event speed to fast CA/70E0: 82 Move vehicle/entity down 1 tile CA/70E1: 83 Move vehicle/entity left 1 tile CA/70E2: 81 Move vehicle/entity right 1 tile CA/70E3: FC Branch 2 bytes backwards ($CA70E1) CA/70E5: FF End queue CA/70E6: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/70E8: D5 Set vehicle/entity's position to (28, 15) CA/70EB: CE Turn vehicle/entity down CA/70EC: FF End queue CA/70ED: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/70EF: D5 Set vehicle/entity's position to (23, 24) CA/70F2: FF End queue CA/70F3: 94 Pause for 60 units CA/70F4: 96 Restore screen from fade CA/70F5: 11 Begin action queue for character $11 (NPC $11), 14 bytes long CA/70F7: D5 Set vehicle/entity's position to (0, 0) CA/70FA: E0 Pause for 4 * 48 (192) frames CA/70FC: D5 Set vehicle/entity's position to (25, 17) CA/70FF: C3 Set vehicle/entity's event speed to fast CA/7100: 8D Move vehicle/entity right 4 tiles CA/7101: 9E Move vehicle/entity down 8 tiles CA/7102: 86 Move vehicle/entity down 2 tiles CA/7103: CF Turn vehicle/entity left CA/7104: FF End queue CA/7105: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/7107: C2 Set vehicle/entity's event speed to normal CA/7108: 9E Move vehicle/entity down 8 tiles CA/7109: 9E Move vehicle/entity down 8 tiles CA/710A: 82 Move vehicle/entity down 1 tile CA/710B: FF End queue CA/710C: B2 Call subroutine $CAD043 CA/7110: 41 Show object $04 CA/7112: 45 Refresh objects CA/7113: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/7115: C3 Set vehicle/entity's event speed to fast CA/7116: 8A Move vehicle/entity down 3 tiles CA/7117: 91 Move vehicle/entity right 5 tiles CA/7118: FF End queue CA/7119: 4B Display dialogue message $008E, wait for button press (At bottom of screen) EDGAR: What's happening? SOLDIER: It's the Empire! It's Kefka! CA/711C: 11 Begin action queue for character $11 (NPC $11), 6 bytes long CA/711E: 8F Move vehicle/entity left 4 tiles CA/711F: 83 Move vehicle/entity left 1 tile CA/7120: 81 Move vehicle/entity right 1 tile CA/7121: FC Branch 2 bytes backwards ($CA711F) CA/7123: FF End queue CA/7124: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7126: 80 Move vehicle/entity up 1 tile CA/7127: FF End queue CA/7128: 39 Free screen CA/7129: 15 Begin action queue for character $15 (NPC $15), 5 bytes long CA/712B: D5 Set vehicle/entity's position to (27, 31) CA/712E: 84 Move vehicle/entity up 2 tiles CA/712F: FF End queue CA/7130: 16 Begin action queue for character $16 (NPC $16), 5 bytes long CA/7132: D5 Set vehicle/entity's position to (29, 31) CA/7135: 84 Move vehicle/entity up 2 tiles CA/7136: FF End queue CA/7137: 14 Begin action queue for character $14 (NPC $14), 5 bytes long (Wait until complete) CA/7139: D5 Set vehicle/entity's position to (28, 31) CA/713C: 88 Move vehicle/entity up 3 tiles CA/713D: FF End queue CA/713E: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/7140: CD Turn vehicle/entity right CA/7141: E0 Pause for 4 * 1 (4) frames CA/7143: CE Turn vehicle/entity down CA/7144: FF End queue CA/7145: 4B Display dialogue message $008F, wait for button press EDGAR: What are you doing? CA/7148: D2 Set event bit $1E80($1F8) [$1EBF, bit 0] CA/714A: 3A Enable player to move while event commands execute CA/714B: FE Return CA/714C: C0 If ($1E80($006) [$1E80, bit 6] is set), branch to $CA5EB3 (simply returns) CA/7152: C9 If ($1E80($1F0) [$1EBE, bit 0] is clear) and ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA715B CA/715A: FE Return CA/715B: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/715D: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/715F: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/7161: 83 Move vehicle/entity left 1 tile CA/7162: CE Turn vehicle/entity down CA/7163: FF End queue CA/7164: 4B Display dialogue message $0B64, wait for button press Wait! CA/7167: 92 Pause for 30 units CA/7168: 4B Display dialogue message $0B65, wait for button press Hey! Oh, it's you. Proceed. CA/716B: 10 Begin action queue for character $10 (NPC $10), 3 bytes long CA/716D: 81 Move vehicle/entity right 1 tile CA/716E: CE Turn vehicle/entity down CA/716F: FF End queue CA/7170: FE Return CA/7171: C1 If ($1E80($049) [$1E89, bit 1] is clear) or ($1E80($04A) [$1E89, bit 2] is set), branch to $CA5EB3 (simply returns) CA/7179: 3D Create object $05 CA/717B: 3F Assign character $05 (Actor in stot 5) to party 1 CA/717E: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/7180: 86 Move vehicle/entity down 2 tiles CA/7181: FF End queue CA/7182: 05 Begin action queue for character $05 (Actor in stot 5), 6 bytes long (Wait until complete) CA/7184: D5 Set vehicle/entity's position to (28, 39) CA/7187: CE Turn vehicle/entity down CA/7188: C2 Set vehicle/entity's event speed to normal CA/7189: FF End queue CA/718A: 41 Show object $05 CA/718C: 45 Refresh objects CA/718D: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/718F: 82 Move vehicle/entity down 1 tile CA/7190: FF End queue CA/7191: 4B Display dialogue message $03B2, wait for button press (At bottom of screen) SABIN: Hey! Wait. I'm going too! CA/7194: 78 Enable ability to pass through other objects for object $05 (SABIN ) CA/7196: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7198: 86 Move vehicle/entity down 2 tiles CA/7199: FF End queue CA/719A: B2 Call subroutine $CACB95 CA/719E: 36 Disable ability to pass through other objects for object $05 (Actor in stot 5) CA/71A0: D1 Clear event bit $1E80($049) [$1E89, bit 1] CA/71A2: D7 Clear event bit $1E80($302) [$1EE0, bit 2] CA/71A4: 88 Remove the following status ailments from character $05 (Actor in stot 5): Float, Hide, Chant (Casting Spell), Morph (Esper-form), Instant Death Protection, Frozen, Rage, Death (Wound), Petrify (Stone), Imp, Vanish (Clear), Poison, Zombie, Dark CA/71A8: 8B For character $05 (Actor in stot 5), take HP and set to maximum CA/71AB: 8C For character $05 (Actor in stot 5), take MP and set to maximum CA/71AE: FE Return CA/71AF: DE Load CaseWord with the characters in the currently active party? CA/71B0: C0 If ($1E80($1A4) [$1EB4, bit 4] is set), branch to $CA71BA CA/71B6: 4B Display dialogue message $0B63, wait for button press (At bottom of screen) This is Figaro, the desert castle. CA/71B9: FE Return CA/71BA: 4B Display dialogue message $03A8, wait for button press King EDGAR! Welcome back! CA/71BD: 91 Pause for 15 units CA/71BE: FE Return CA/71BF: C1 If ($1E80($1B5) [$1EB6, bit 5] is set) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/71C7: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/71C9: 4B Display dialogue message $0B80, wait for button press Need a rest? ^(Yes) ^(No) CA/71CC: B6 Indexed branch based on prior dialogue selection [$CA71D9, $CA5EB3] CA/71D3: FE Return CA/71D4: B2 Call subroutine $CACD31 CA/71D8: FE Return CA/71D9: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/71DB: C3 Set vehicle/entity's event speed to fast CA/71DC: 88 Move vehicle/entity up 3 tiles CA/71DD: FF End queue CA/71DE: DE Load CaseWord with the characters in the currently active party? CA/71DF: C2 If ($1E80($04A) [$1E89, bit 2] is set) or ($1E80($1A4) [$1EB4, bit 4] is clear) or ($1E80($049) [$1E89, bit 1] is clear), branch to $CA71D4 CA/71E9: B2 Call subroutine $CACF67 CA/71ED: 42 Hide object $31 CA/71EF: 42 Hide object $32 CA/71F1: 42 Hide object $33 CA/71F3: 42 Hide object $34 CA/71F5: 3D Create object $05 CA/71F7: 3F Assign character $05 (Actor in stot 5) to party 1 CA/71FA: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CA/71FF: 38 Hold screen CA/7200: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/7202: 6B Load map $003A (Figaro Castle, throne room (always)) instantly, (upper bits $2400), place party at (102, 54), facing down CA/7208: 42 Hide object $11 CA/720A: 42 Hide object $12 CA/720C: 41 Show object $05 CA/720E: B5 Pause for 15 * 10 (150) units CA/7210: 59 Unfade screen at speed $04 CA/7212: 30 Begin action queue for character $30 (Camera), 6 bytes long CA/7214: C1 Set vehicle/entity's event speed to slow CA/7215: 9C Move vehicle/entity up 8 tiles CA/7216: 84 Move vehicle/entity up 2 tiles CA/7217: C0 Set vehicle/entity's event speed to slowest CA/7218: 84 Move vehicle/entity up 2 tiles CA/7219: FF End queue CA/721A: 05 Begin action queue for character $05 (Actor in stot 5), 14 bytes long (Wait until complete) CA/721C: D5 Set vehicle/entity's position to (102, 48) CA/721F: C0 Set vehicle/entity's event speed to slowest CA/7220: 94 Move vehicle/entity up 6 tiles CA/7221: E0 Pause for 4 * 24 (96) frames CA/7223: CF Turn vehicle/entity left CA/7224: E0 Pause for 4 * 26 (104) frames CA/7226: 22 Do vehicle/entity graphical action $22 CA/7227: E0 Pause for 4 * 16 (64) frames CA/7229: FF End queue CA/722A: 4B Display dialogue message $03B7, wait for button press SABIN: Hmm… Castle hasn't changed much… CA/722D: 94 Pause for 60 units CA/722E: 05 Begin action queue for character $05 (Actor in stot 5), 19 bytes long (Wait until complete) CA/7230: C1 Set vehicle/entity's event speed to slow CA/7231: CF Turn vehicle/entity left CA/7232: E0 Pause for 4 * 8 (32) frames CA/7234: 82 Move vehicle/entity down 1 tile CA/7235: 83 Move vehicle/entity left 1 tile CA/7236: CC Turn vehicle/entity up CA/7237: E0 Pause for 4 * 4 (16) frames CA/7239: 80 Move vehicle/entity up 1 tile CA/723A: E0 Pause for 4 * 2 (8) frames CA/723C: CF Turn vehicle/entity left CA/723D: E0 Pause for 4 * 1 (4) frames CA/723F: CE Turn vehicle/entity down CA/7240: E0 Pause for 4 * 24 (96) frames CA/7242: FF End queue CA/7243: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7245: 4B Display dialogue message $03B8, wait for button press SABIN: And yet it's all different… Mom and Dad are gone… Everyone's gone… Since that day… CA/7248: F0 Play song 11 (Coin Song), (high bit clear), full volume CA/724A: B5 Pause for 15 * 10 (150) units CA/724C: 30 Begin action queue for character $30 (Camera), 5 bytes long CA/724E: C1 Set vehicle/entity's event speed to slow CA/724F: 9E Move vehicle/entity down 8 tiles CA/7250: 9E Move vehicle/entity down 8 tiles CA/7251: 86 Move vehicle/entity down 2 tiles CA/7252: FF End queue CA/7253: 11 Begin action queue for character $11 (NPC $11), 5 bytes long CA/7255: D5 Set vehicle/entity's position to (100, 52) CA/7258: CE Turn vehicle/entity down CA/7259: FF End queue CA/725A: 12 Begin action queue for character $12 (NPC $12), 5 bytes long (Wait until complete) CA/725C: D5 Set vehicle/entity's position to (104, 52) CA/725F: CE Turn vehicle/entity down CA/7260: FF End queue CA/7261: 41 Show object $11 CA/7263: 41 Show object $12 CA/7265: 3D Create object $14 CA/7267: 3D Create object $15 CA/7269: 41 Show object $14 CA/726B: 41 Show object $15 CA/726D: 45 Refresh objects CA/726E: 15 Begin action queue for character $15 (NPC $15), 7 bytes long CA/7270: E0 Pause for 4 * 27 (108) frames CA/7272: 88 Move vehicle/entity up 3 tiles CA/7273: E0 Pause for 4 * 4 (16) frames CA/7275: CF Turn vehicle/entity left CA/7276: FF End queue CA/7277: B5 Pause for 15 * 16 (240) units CA/7279: 4B Display dialogue message $03B9, wait for button press (Show text only) …tonight… …took a turn for the worse… …there's a chance he might… CA/727C: 92 Pause for 30 units CA/727D: 5A Fade screen at speed $04 CA/727F: 5C Pause execution until fade in or fade out is complete CA/7280: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7282: D6 Set event bit $1E80($3FE) [$1EFF, bit 6] CA/7284: 6B Load map $0039 (Figaro Castle, west tower (Edgar's room) (always)) instantly, (upper bits $2400), place party at (74, 27), facing down CA/728A: 42 Hide object $05 CA/728C: 42 Hide object $10 CA/728E: 30 Begin action queue for character $30 (Camera), 12 bytes long CA/7290: C1 Set vehicle/entity's event speed to slow CA/7291: AA Move vehicle/entity left/up 2x1 tiles CA/7292: AA Move vehicle/entity left/up 2x1 tiles CA/7293: AA Move vehicle/entity left/up 2x1 tiles CA/7294: AA Move vehicle/entity left/up 2x1 tiles CA/7295: AA Move vehicle/entity left/up 2x1 tiles CA/7296: AA Move vehicle/entity left/up 2x1 tiles CA/7297: AA Move vehicle/entity left/up 2x1 tiles CA/7298: AA Move vehicle/entity left/up 2x1 tiles CA/7299: AA Move vehicle/entity left/up 2x1 tiles CA/729A: AA Move vehicle/entity left/up 2x1 tiles CA/729B: FF End queue CA/729C: 59 Unfade screen at speed $08 CA/729E: 12 Begin action queue for character $12 (NPC $12), 16 bytes long CA/72A0: E0 Pause for 4 * 19 (76) frames CA/72A2: 89 Move vehicle/entity right 3 tiles CA/72A3: 86 Move vehicle/entity down 2 tiles CA/72A4: 85 Move vehicle/entity right 2 tiles CA/72A5: A1 Move vehicle/entity right/down 1x1 tiles CA/72A6: A1 Move vehicle/entity right/down 1x1 tiles CA/72A7: 81 Move vehicle/entity right 1 tile CA/72A8: E0 Pause for 4 * 2 (8) frames CA/72AA: CF Turn vehicle/entity left CA/72AB: E0 Pause for 4 * 4 (16) frames CA/72AD: 86 Move vehicle/entity down 2 tiles CA/72AE: D1 Make vehicle/entity disappear CA/72AF: FF End queue CA/72B0: 13 Begin action queue for character $13 (NPC $13), 5 bytes long CA/72B2: E0 Pause for 4 * 48 (192) frames CA/72B4: 96 Move vehicle/entity down 6 tiles CA/72B5: 8B Move vehicle/entity left 3 tiles CA/72B6: FF End queue CA/72B7: 92 Pause for 30 units CA/72B8: 4B Display dialogue message $03BA, wait for button press (Show text only) Nooo…! Y…you're wrong…! This can't be… CA/72BB: 93 Pause for 45 units CA/72BC: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/72BE: CD Turn vehicle/entity right CA/72BF: FF End queue CA/72C0: 4B Display dialogue message $03BB, wait for button press (Show text only) Matron… …The King…he's… CA/72C3: 11 Begin action queue for character $11 (NPC $11), 2 bytes long CA/72C5: CE Turn vehicle/entity down CA/72C6: FF End queue CA/72C7: 94 Pause for 60 units CA/72C8: 5A Fade screen at speed $08 CA/72CA: 5C Pause execution until fade in or fade out is complete CA/72CB: 35 Pause execution until action queue for object $30 (Camera) is complete CA/72CD: D7 Clear event bit $1E80($302) [$1EE0, bit 2] CA/72CF: 6B Load map $003B (Figaro Castle, miscellaneous rooms (always)) instantly, (upper bits $2400), place party at (66, 40), facing down CA/72D5: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/72D7: 9E Move vehicle/entity down 8 tiles CA/72D8: 86 Move vehicle/entity down 2 tiles CA/72D9: FF End queue CA/72DA: 41 Show object $04 CA/72DC: 41 Show object $05 CA/72DE: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/72E0: D5 Set vehicle/entity's position to (66, 51) CA/72E3: C3 Set vehicle/entity's event speed to fast CA/72E4: FF End queue CA/72E5: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/72E7: D5 Set vehicle/entity's position to (66, 50) CA/72EA: C3 Set vehicle/entity's event speed to fast CA/72EB: FF End queue CA/72EC: 59 Unfade screen at speed $08 CA/72EE: 93 Pause for 45 units CA/72EF: 05 Begin action queue for character $05 (Actor in stot 5), 10 bytes long CA/72F1: E0 Pause for 4 * 8 (32) frames CA/72F3: 88 Move vehicle/entity up 3 tiles CA/72F4: 81 Move vehicle/entity right 1 tile CA/72F5: 88 Move vehicle/entity up 3 tiles CA/72F6: 83 Move vehicle/entity left 1 tile CA/72F7: A3 Move vehicle/entity left/up 1x1 tiles CA/72F8: A3 Move vehicle/entity left/up 1x1 tiles CA/72F9: D1 Make vehicle/entity disappear CA/72FA: FF End queue CA/72FB: 04 Begin action queue for character $04 (Actor in stot 4), 16 bytes long CA/72FD: E0 Pause for 4 * 15 (60) frames CA/72FF: 8C Move vehicle/entity up 4 tiles CA/7300: 81 Move vehicle/entity right 1 tile CA/7301: 88 Move vehicle/entity up 3 tiles CA/7302: 22 Do vehicle/entity graphical action $22 CA/7303: E0 Pause for 4 * 4 (16) frames CA/7305: CF Turn vehicle/entity left CA/7306: E0 Pause for 4 * 6 (24) frames CA/7308: 83 Move vehicle/entity left 1 tile CA/7309: A3 Move vehicle/entity left/up 1x1 tiles CA/730A: A3 Move vehicle/entity left/up 1x1 tiles CA/730B: D1 Make vehicle/entity disappear CA/730C: FF End queue CA/730D: 4B Display dialogue message $03BC, wait for button press (Show text only) …SABIN… …SABIN!!!!! CA/7310: 94 Pause for 60 units CA/7311: 5A Fade screen at speed $08 CA/7313: 5C Pause execution until fade in or fade out is complete CA/7314: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7316: D7 Clear event bit $1E80($30E) [$1EE1, bit 6] CA/7318: D7 Clear event bit $1E80($315) [$1EE2, bit 5] CA/731A: 6B Load map $0037 (Figaro Castle, outdoors (both worlds and ending)) instantly, (upper bits $2400), place party at (28, 32), facing down CA/7320: B0 Execute the following commands until $B1 8 times CA/7322: 50 Tint screen (cumulative) with color $9B CA/7324: 52 Tint characters (cumulative) with color $9B CA/7326: B1 End block of repeating commands CA/7327: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/7329: D5 Set vehicle/entity's position to (28, 20) CA/732C: CE Turn vehicle/entity down CA/732D: FF End queue CA/732E: 41 Show object $05 CA/7330: 45 Refresh objects CA/7331: 59 Unfade screen at speed $08 CA/7333: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/7335: C2 Set vehicle/entity's event speed to normal CA/7336: 98 Move vehicle/entity up 7 tiles CA/7337: C1 Set vehicle/entity's event speed to slow CA/7338: 8C Move vehicle/entity up 4 tiles CA/7339: C0 Set vehicle/entity's event speed to slowest CA/733A: 84 Move vehicle/entity up 2 tiles CA/733B: FF End queue CA/733C: 92 Pause for 30 units CA/733D: 4B Display dialogue message $03BD, wait for button press (Show text only) …My father… …I don't believe this… CA/7340: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7342: 94 Pause for 60 units CA/7343: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/7345: D5 Set vehicle/entity's position to (28, 13) CA/7348: CE Turn vehicle/entity down CA/7349: FF End queue CA/734A: B2 Call subroutine $CAD037 CA/734E: 41 Show object $04 CA/7350: 45 Refresh objects CA/7351: 94 Pause for 60 units CA/7352: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/7354: C1 Set vehicle/entity's event speed to slow CA/7355: 8A Move vehicle/entity down 3 tiles CA/7356: FF End queue CA/7357: 05 Begin action queue for character $05 (Actor in stot 5), 10 bytes long (Wait until complete) CA/7359: E0 Pause for 4 * 8 (32) frames CA/735B: CF Turn vehicle/entity left CA/735C: E0 Pause for 4 * 16 (64) frames CA/735E: 22 Do vehicle/entity graphical action $22 CA/735F: E0 Pause for 4 * 10 (40) frames CA/7361: 20 Do vehicle/entity graphical action $20 CA/7362: FF End queue CA/7363: 92 Pause for 30 units CA/7364: 4B Display dialogue message $03BE, wait for button press (At bottom of screen) SABIN: B…brother… Waa, ahhh, ahhh… EDGAR: So… They went and told you… CA/7367: 05 Begin action queue for character $05 (Actor in stot 5), 4 bytes long CA/7369: E0 Pause for 4 * 2 (8) frames CA/736B: 20 Do vehicle/entity graphical action $20 CA/736C: FF End queue CA/736D: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/736F: A8 Move vehicle/entity left/down 1x2 tiles CA/7370: 86 Move vehicle/entity down 2 tiles CA/7371: E0 Pause for 4 * 2 (8) frames CA/7373: CD Turn vehicle/entity right CA/7374: FF End queue CA/7375: B5 Pause for 15 * 6 (90) units CA/7377: 3D Create object $25 CA/7379: 41 Show object $25 CA/737B: 45 Refresh objects CA/737C: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CA/737E: 8A Move vehicle/entity down 3 tiles CA/737F: FF End queue CA/7380: 4B Display dialogue message $03BF, wait for button press (At bottom of screen) MATRON: EDGAR! Here you are… CA/7383: 25 Begin action queue for character $25 (NPC $25), 2 bytes long (Wait until complete) CA/7385: 86 Move vehicle/entity down 2 tiles CA/7386: FF End queue CA/7387: 4B Display dialogue message $03C0, wait for button press (At bottom of screen) MATRON: Your father… He just uttered his last wish that Figaro be divided between you… CA/738A: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/738C: 18 Do vehicle/entity graphical action $18 CA/738D: FF End queue CA/738E: 4B Display dialogue message $03C1, wait for button press (At bottom of screen) SABIN: This is NONSENSE!! Everyone's saying that the Empire poisoned Dad… And the only thing on your minds is “Who's going to be the next king?!” You're all pathetic! CA/7391: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/7393: 20 Do vehicle/entity graphical action $20 CA/7394: E0 Pause for 4 * 7 (28) frames CA/7396: 09 Do vehicle/entity graphical action $09 (kneeling) CA/7397: FF End queue CA/7398: 94 Pause for 60 units CA/7399: 4B Display dialogue message $03C2, wait for button press (At bottom of screen) SABIN: No one cared when Mom passed away, either… MATRON: That's not… CA/739C: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long (Wait until complete) CA/739E: C2 Set vehicle/entity's event speed to normal CA/739F: 16 Do vehicle/entity graphical action $16 (facing forward, head cocked left) CA/73A0: E0 Pause for 4 * 1 (4) frames CA/73A2: CD Turn vehicle/entity right CA/73A3: 80 Move vehicle/entity up 1 tile CA/73A4: C7 Set vehicle/entity to stay still when moving CA/73A5: 1B Do vehicle/entity graphical action $1B CA/73A6: FF End queue CA/73A7: 78 Enable ability to pass through other objects for object $25 (NPC $25) CA/73A9: 78 Enable ability to pass through other objects for object $05 (SABIN ) CA/73AB: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/73AD: CC Turn vehicle/entity up CA/73AE: FF End queue CA/73AF: 25 Begin action queue for character $25 (NPC $25), 4 bytes long CA/73B1: C7 Set vehicle/entity to stay still when moving CA/73B2: 80 Move vehicle/entity up 1 tile CA/73B3: C6 Set vehicle/entity to walk when moving CA/73B4: FF End queue CA/73B5: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CA/73B7: 80 Move vehicle/entity up 1 tile CA/73B8: C6 Set vehicle/entity to walk when moving CA/73B9: FF End queue CA/73BA: 4B Display dialogue message $03C3, wait for button press (At bottom of screen) SABIN: You were as bad as any of 'em! EDGAR: SABIN… SABIN: Empire of murderers… They won't get away with this! CA/73BD: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/73BF: CF Turn vehicle/entity left CA/73C0: FF End queue CA/73C1: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/73C3: CE Turn vehicle/entity down CA/73C4: FF End queue CA/73C5: B5 Pause for 15 * 6 (90) units CA/73C7: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/73C9: CD Turn vehicle/entity right CA/73CA: E0 Pause for 4 * 10 (40) frames CA/73CC: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/73CD: FF End queue CA/73CE: 95 Pause for 120 units CA/73CF: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/73D1: CD Turn vehicle/entity right CA/73D2: FF End queue CA/73D3: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/73D5: CC Turn vehicle/entity up CA/73D6: FF End queue CA/73D7: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/73D9: 1B Do vehicle/entity graphical action $1B CA/73DA: FF End queue CA/73DB: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/73DD: C2 Set vehicle/entity's event speed to normal CA/73DE: 8C Move vehicle/entity up 4 tiles CA/73DF: FF End queue CA/73E0: 25 Begin action queue for character $25 (NPC $25), 7 bytes long CA/73E2: 83 Move vehicle/entity left 1 tile CA/73E3: CD Turn vehicle/entity right CA/73E4: E0 Pause for 4 * 16 (64) frames CA/73E6: 81 Move vehicle/entity right 1 tile CA/73E7: CC Turn vehicle/entity up CA/73E8: FF End queue CA/73E9: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long CA/73EB: CF Turn vehicle/entity left CA/73EC: C3 Set vehicle/entity's event speed to fast CA/73ED: E0 Pause for 4 * 1 (4) frames CA/73EF: 98 Move vehicle/entity up 7 tiles CA/73F0: D5 Set vehicle/entity's position to (29, 6) CA/73F3: FF End queue CA/73F4: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long (Wait until complete) CA/73F6: C2 Set vehicle/entity's event speed to normal CA/73F7: E0 Pause for 4 * 7 (28) frames CA/73F9: A0 Move vehicle/entity right/up 1x1 tiles CA/73FA: 8C Move vehicle/entity up 4 tiles CA/73FB: E0 Pause for 4 * 5 (20) frames CA/73FD: CF Turn vehicle/entity left CA/73FE: FF End queue CA/73FF: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7401: 4B Display dialogue message $03C5, wait for button press EDGAR: Matron… Please leave us… CA/7404: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/7406: 8C Move vehicle/entity up 4 tiles CA/7407: D1 Make vehicle/entity disappear CA/7408: FF End queue CA/7409: 93 Pause for 45 units CA/740A: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/740C: 8C Move vehicle/entity up 4 tiles CA/740D: FF End queue CA/740E: 5A Fade screen at speed $08 CA/7410: 5C Pause execution until fade in or fade out is complete CA/7411: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7413: 6B Load map $0043 (Figaro Castle, outdoors, night, with sky (coin toss in flashback)) instantly, (upper bits $2400), place party at (28, 6), facing down CA/7419: B0 Execute the following commands until $B1 8 times CA/741B: 50 Tint screen (cumulative) with color $9B CA/741D: 53 Modify object color range from [00, 0F]: Do unknown operation (Black) at intensity 3 CA/7421: B1 End block of repeating commands CA/7422: B2 Call subroutine $CA652B CA/7426: 41 Show object $05 CA/7428: 41 Show object $04 CA/742A: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/742C: D5 Set vehicle/entity's position to (28, 7) CA/742F: C8 Set object layering priority to 2 (low nibble 2) CA/7431: FF End queue CA/7432: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/7434: D5 Set vehicle/entity's position to (29, 6) CA/7437: CC Turn vehicle/entity up CA/7438: FF End queue CA/7439: 96 Restore screen from fade CA/743A: 95 Pause for 120 units CA/743B: 36 Disable ability to pass through other objects for object $05 (Actor in stot 5) CA/743D: 4B Display dialogue message $03C4, wait for button press SABIN: I'm outta here! I'm forsaking this war-sick realm for my dignity and freedom. SABIN: You said you were sick of it too, right?! EDGAR: …freedom… CA/7440: 94 Pause for 60 units CA/7441: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7443: 21 Do vehicle/entity graphical action $21 CA/7444: FF End queue CA/7445: 94 Pause for 60 units CA/7446: 4B Display dialogue message $03C6, wait for button press EDGAR: What'll happen to this realm if we both leave? And what would Dad say…? CA/7449: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/744B: C8 Set object layering priority to 2 (low nibble 2) CA/744D: 80 Move vehicle/entity up 1 tile CA/744E: CD Turn vehicle/entity right CA/744F: FF End queue CA/7450: 92 Pause for 30 units CA/7451: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7453: CF Turn vehicle/entity left CA/7454: FF End queue CA/7455: 94 Pause for 60 units CA/7456: 4B Display dialogue message $03C7, wait for button press EDGAR: SABIN, let's settle this with a toss of a coin. CA/7459: 91 Pause for 15 units CA/745A: B0 Execute the following commands until $B1 3 times CA/745C: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/745E: 15 Do vehicle/entity graphical action $15 CA/745F: FF End queue CA/7460: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7462: CF Turn vehicle/entity left CA/7463: FF End queue CA/7464: B1 End block of repeating commands CA/7465: 93 Pause for 45 units CA/7466: 4B Display dialogue message $03C8, wait for button press EDGAR: If it's heads, you win. We'll choose whichever path we want, without any regrets. Okay? CA/7469: B5 Pause for 15 * 6 (90) units CA/746B: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/746D: 22 Do vehicle/entity graphical action $22 CA/746E: FF End queue CA/746F: 94 Pause for 60 units CA/7470: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7472: 0A Do vehicle/entity graphical action $0A CA/7473: FF End queue CA/7474: 92 Pause for 30 units CA/7475: 4B Display dialogue message $03C9, wait for button press EDGAR: This is for Dad! CA/7478: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/747A: CD Turn vehicle/entity right CA/747B: FF End queue CA/747C: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/747E: 1B Do vehicle/entity graphical action $1B CA/747F: C7 Set vehicle/entity to stay still when moving CA/7480: FF End queue CA/7481: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long CA/7483: C2 Set vehicle/entity's event speed to normal CA/7484: 80 Move vehicle/entity up 1 tile CA/7485: FF End queue CA/7486: F4 Play sound effect 141 CA/7488: 10 Begin action queue for character $10 (NPC $10), 11 bytes long CA/748A: D5 Set vehicle/entity's position to (28, 4) CA/748D: 94 Move vehicle/entity up 6 tiles CA/748E: C2 Set vehicle/entity's event speed to normal CA/748F: 88 Move vehicle/entity up 3 tiles CA/7490: C1 Set vehicle/entity's event speed to slow CA/7491: 84 Move vehicle/entity up 2 tiles CA/7492: C0 Set vehicle/entity's event speed to slowest CA/7493: 80 Move vehicle/entity up 1 tile CA/7494: FF End queue CA/7495: 30 Begin action queue for character $30 (Camera), 7 bytes long CA/7497: C2 Set vehicle/entity's event speed to normal CA/7498: 94 Move vehicle/entity up 6 tiles CA/7499: C1 Set vehicle/entity's event speed to slow CA/749A: 88 Move vehicle/entity up 3 tiles CA/749B: C0 Set vehicle/entity's event speed to slowest CA/749C: 80 Move vehicle/entity up 1 tile CA/749D: FF End queue CA/749E: B5 Pause for 15 * 16 (240) units CA/74A0: F2 Fade out current song with transition time 255 CA/74A2: 5A Fade screen at speed $04 CA/74A4: 5C Pause execution until fade in or fade out is complete CA/74A5: 35 Pause execution until action queue for object $30 (Camera) is complete CA/74A7: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/74A9: C8 Set object layering priority to 0 (low nibble 0) CA/74AB: C6 Set vehicle/entity to walk when moving CA/74AC: C2 Set vehicle/entity's event speed to normal CA/74AD: FF End queue CA/74AE: 54 End effects of commands for modifed color components and screen flashes CA/74AF: 6B Load map $003A (Figaro Castle, throne room (always)) instantly, (upper bits $2400), place party at (102, 42), facing down CA/74B5: 42 Hide object $11 CA/74B7: 42 Hide object $12 CA/74B9: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long CA/74BB: D5 Set vehicle/entity's position to (101, 42) CA/74BE: 20 Do vehicle/entity graphical action $20 CA/74BF: FF End queue CA/74C0: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/74C2: D5 Set vehicle/entity's position to (106, 43) CA/74C5: FF End queue CA/74C6: 59 Unfade screen at speed $02 CA/74C8: B5 Pause for 15 * 16 (240) units CA/74CA: 4B Display dialogue message $03CA, wait for button press EDGAR: And then, you opted for your freedom. CA/74CD: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/74CF: 1F Do vehicle/entity graphical action $1F CA/74D0: E0 Pause for 4 * 1 (4) frames CA/74D2: CE Turn vehicle/entity down CA/74D3: FF End queue CA/74D4: 95 Pause for 120 units CA/74D5: 41 Show object $04 CA/74D7: 45 Refresh objects CA/74D8: 04 Begin action queue for character $04 (Actor in stot 4), 4 bytes long (Wait until complete) CA/74DA: 8A Move vehicle/entity down 3 tiles CA/74DB: 87 Move vehicle/entity left 2 tiles CA/74DC: CC Turn vehicle/entity up CA/74DD: FF End queue CA/74DE: 94 Pause for 60 units CA/74DF: 4B Display dialogue message $03CB, wait for button press EDGAR: It's been…10 years. The little shrimp's grown into a whopping lobster! SABIN: And you're a king crab! CA/74E2: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/74E4: C1 Set vehicle/entity's event speed to slow CA/74E5: 80 Move vehicle/entity up 1 tile CA/74E6: FF End queue CA/74E7: 04 Begin action queue for character $04 (Actor in stot 4), 9 bytes long (Wait until complete) CA/74E9: A3 Move vehicle/entity left/up 1x1 tiles CA/74EA: 88 Move vehicle/entity up 3 tiles CA/74EB: E0 Pause for 4 * 4 (16) frames CA/74ED: CF Turn vehicle/entity left CA/74EE: E0 Pause for 4 * 1 (4) frames CA/74F0: CE Turn vehicle/entity down CA/74F1: FF End queue CA/74F2: B5 Pause for 15 * 10 (150) units CA/74F4: 35 Pause execution until action queue for object $30 (Camera) is complete CA/74F6: 4B Display dialogue message $03CC, wait for button press EDGAR: SABIN… I often wonder if he'd be proud of me… CA/74F9: 94 Pause for 60 units CA/74FA: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/74FC: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/74FD: FF End queue CA/74FE: 92 Pause for 30 units CA/74FF: 4B Display dialogue message $03CD, wait for button press SABIN: Don't you ever doubt that! CA/7502: 94 Pause for 60 units CA/7503: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7505: 23 Do vehicle/entity graphical action $23 CA/7506: FF End queue CA/7507: 92 Pause for 30 units CA/7508: 4B Display dialogue message $03CE, wait for button press EDGAR: 10 years… SABIN: Where has the time gone…? CA/750B: 92 Pause for 30 units CA/750C: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/750E: 20 Do vehicle/entity graphical action $20 CA/750F: FF End queue CA/7510: B5 Pause for 15 * 5 (75) units CA/7512: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7514: 20 Do vehicle/entity graphical action $20 CA/7515: FF End queue CA/7516: B5 Pause for 15 * 16 (240) units CA/7518: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/751A: 82 Move vehicle/entity down 1 tile CA/751B: 83 Move vehicle/entity left 1 tile CA/751C: 80 Move vehicle/entity up 1 tile CA/751D: CF Turn vehicle/entity left CA/751E: FF End queue CA/751F: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7521: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/7522: FF End queue CA/7523: 4B Display dialogue message $03CF, wait for button press EDGAR: Here's to a couple of confused grownups! CA/7526: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long CA/7528: CE Turn vehicle/entity down CA/7529: FF End queue CA/752A: 30 Begin action queue for character $30 (Camera), 3 bytes long CA/752C: C2 Set vehicle/entity's event speed to normal CA/752D: 8A Move vehicle/entity down 3 tiles CA/752E: FF End queue CA/752F: 04 Begin action queue for character $04 (Actor in stot 4), 8 bytes long (Wait until complete) CA/7531: 8A Move vehicle/entity down 3 tiles CA/7532: E0 Pause for 4 * 10 (40) frames CA/7534: 20 Do vehicle/entity graphical action $20 CA/7535: E0 Pause for 4 * 1 (4) frames CA/7537: 19 Do vehicle/entity graphical action $19 CA/7538: FF End queue CA/7539: 35 Pause execution until action queue for object $30 (Camera) is complete CA/753B: 4B Display dialogue message $03D0, wait for button press EDGAR: Here's to Dad… CA/753E: 05 Begin action queue for character $05 (Actor in stot 5), 5 bytes long (Wait until complete) CA/7540: 8A Move vehicle/entity down 3 tiles CA/7541: E0 Pause for 4 * 1 (4) frames CA/7543: 19 Do vehicle/entity graphical action $19 CA/7544: FF End queue CA/7545: 4B Display dialogue message $03D1, wait for button press SABIN: …to Mom… …and to Figaro. CA/7548: 91 Pause for 15 units CA/7549: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/754B: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/754C: FF End queue CA/754D: 94 Pause for 60 units CA/754E: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7550: 23 Do vehicle/entity graphical action $23 CA/7551: FF End queue CA/7552: 94 Pause for 60 units CA/7553: 5A Fade screen at speed $02 CA/7555: B5 Pause for 15 * 16 (240) units CA/7557: D0 Set event bit $1E80($04A) [$1E89, bit 2] CA/7559: D7 Clear event bit $1E80($302) [$1EE0, bit 2] CA/755B: D7 Clear event bit $1E80($3FE) [$1EFF, bit 6] CA/755D: 6B Load map $003B (Figaro Castle, miscellaneous rooms (always)) instantly, (upper bits $2400), place party at (47, 49), facing down CA/7563: B2 Call subroutine $CAC6AC CA/7567: 32 Begin action queue for character $32 (Party Character 1), 5 bytes long CA/7569: D5 Set vehicle/entity's position to (45, 47) CA/756C: CE Turn vehicle/entity down CA/756D: FF End queue CA/756E: 33 Begin action queue for character $33 (Party Character 2), 5 bytes long CA/7570: D5 Set vehicle/entity's position to (49, 51) CA/7573: CE Turn vehicle/entity down CA/7574: FF End queue CA/7575: 34 Begin action queue for character $34 (Party Character 3), 5 bytes long CA/7577: D5 Set vehicle/entity's position to (45, 51) CA/757A: CE Turn vehicle/entity down CA/757B: FF End queue CA/757C: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/757E: D5 Set vehicle/entity's position to (49, 47) CA/7581: CE Turn vehicle/entity down CA/7582: FF End queue CA/7583: B2 Call subroutine $CACF96 CA/7587: F0 Play song 10 (Edgar and Sabin), (high bit clear), full volume CA/7589: B2 Call subroutine $CACFBD (heals all HP/MP/Statuses except M-Tek & Dog Block) CA/758D: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/758F: FE Return CA/7590: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA75A0 CA/7596: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA75C4 CA/759C: 4B Display dialogue message $0B66, wait for button press Figaro and the Empire are allies! CA/759F: FE Return CA/75A0: DE Load CaseWord with the characters in the currently active party? CA/75A1: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA71BA CA/75A6: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA75B0 CA/75AC: 4B Display dialogue message $03A9, wait for button press We sighted Kefka in the area. CA/75AF: FE Return CA/75B0: 4B Display dialogue message $095C, wait for button press Who'd have thought air could be so precious! CA/75B3: FE Return CA/75B4: C0 If ($1E80($048) [$1E89, bit 0] is set), branch to $CA75C8 CA/75BA: C0 If ($1E80($1F8) [$1EBF, bit 0] is set), branch to $CA75C4 CA/75C0: 4B Display dialogue message $0B67, wait for button press Figaro Castle is the most modern structure in the world! CA/75C3: FE Return CA/75C4: 4B Display dialogue message $0091, wait for button press FIRE!!! CA/75C7: FE Return CA/75C8: DE Load CaseWord with the characters in the currently active party? CA/75C9: BE If character $04 (EDGAR ) is in the current CaseWord, call subroutine $CA71BA CA/75CE: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA75B0 CA/75D4: 4B Display dialogue message $03AA, wait for button press That girl… wrapped in a fireball… Headed off to the west… CA/75D7: FE Return CA/75D8: 4B Display dialogue message $0052, wait for button press Weapons and items manufactured here are sent to South Figaro. CA/75DB: FE Return CA/75DC: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA75E6 CA/75E2: 4B Display dialogue message $0057, wait for button press The Empire has smashed the 3 cities on the southern continent. Just a matter of time 'til they come up here… CA/75E5: FE Return CA/75E6: 4B Display dialogue message $0960, wait for button press Kefka's “one shy of a six pack!” CA/75E9: FE Return CA/75EA: 4B Display dialogue message $005F, wait for button press “……” CA/75ED: FE Return CA/75EE: C0 If ($1E80($108) [$1EA1, bit 0] is clear), branch to $CA7668 CA/75F4: B2 Call subroutine $CACA8D CA/75F8: 12 Begin action queue for character $12 (NPC $12), 2 bytes long CA/75FA: CE Turn vehicle/entity down CA/75FB: FF End queue CA/75FC: B2 Call subroutine $CAC6AC CA/7600: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/7602: CC Turn vehicle/entity up CA/7603: FF End queue CA/7604: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/7606: C2 Set vehicle/entity's event speed to normal CA/7607: 83 Move vehicle/entity left 1 tile CA/7608: CC Turn vehicle/entity up CA/7609: FF End queue CA/760A: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long (Wait until complete) CA/760C: C2 Set vehicle/entity's event speed to normal CA/760D: 82 Move vehicle/entity down 1 tile CA/760E: CC Turn vehicle/entity up CA/760F: FF End queue CA/7610: 92 Pause for 30 units CA/7611: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long (Wait until complete) CA/7613: 21 Do vehicle/entity graphical action $21 CA/7614: E0 Pause for 4 * 3 (12) frames CA/7616: CC Turn vehicle/entity up CA/7617: FF End queue CA/7618: 4B Display dialogue message $00AC, wait for button press SOLDIER: King EDGAR! Where are you headed? EDGAR: Through the cave, and eastward to South Figaro. EDGAR: Return to the castle, and tell the others we're safe. SOLDIER: Yes, Sir! Take care! CA/761B: 13 Begin action queue for character $13 (NPC $13), 6 bytes long CA/761D: CD Turn vehicle/entity right CA/761E: E0 Pause for 4 * 3 (12) frames CA/7620: C9 Place object on vehicle $A02 [to decode later] CA/7622: FF End queue CA/7623: 12 Begin action queue for character $12 (NPC $12), 4 bytes long (Wait until complete) CA/7625: DC Make vehicle/entity jump (low) CA/7626: A0 Move vehicle/entity right/up 1x1 tiles CA/7627: D1 Make vehicle/entity disappear CA/7628: FF End queue CA/7629: 45 Refresh objects CA/762A: 92 Pause for 30 units CA/762B: 04 Begin action queue for character $04 (Actor in stot 4), 5 bytes long CA/762D: CD Turn vehicle/entity right CA/762E: E0 Pause for 4 * 2 (8) frames CA/7630: CE Turn vehicle/entity down CA/7631: FF End queue CA/7632: 00 Begin action queue for character $00 (Actor in stot 0), 7 bytes long CA/7634: E0 Pause for 4 * 2 (8) frames CA/7636: CD Turn vehicle/entity right CA/7637: E0 Pause for 4 * 1 (4) frames CA/7639: CE Turn vehicle/entity down CA/763A: FF End queue CA/763B: 01 Begin action queue for character $01 (Actor in stot 1), 7 bytes long CA/763D: E0 Pause for 4 * 4 (16) frames CA/763F: CD Turn vehicle/entity right CA/7640: E0 Pause for 4 * 2 (8) frames CA/7642: CE Turn vehicle/entity down CA/7643: FF End queue CA/7644: 13 Begin action queue for character $13 (NPC $13), 3 bytes long (Wait until complete) CA/7646: 9E Move vehicle/entity down 8 tiles CA/7647: D1 Make vehicle/entity disappear CA/7648: FF End queue CA/7649: 45 Refresh objects CA/764A: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/764C: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/764E: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CA/7650: 00 Begin action queue for character $00 (Actor in stot 0), 3 bytes long CA/7652: 81 Move vehicle/entity right 1 tile CA/7653: CC Turn vehicle/entity up CA/7654: FF End queue CA/7655: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/7657: 80 Move vehicle/entity up 1 tile CA/7658: FF End queue CA/7659: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/765B: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CA/765D: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CA/765F: B2 Call subroutine $CACB95 CA/7663: D7 Clear event bit $1E80($312) [$1EE2, bit 2] CA/7665: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/7667: FE Return CA/7668: 4B Display dialogue message $00AB, wait for button press This cave leads to South Figaro. It's closed now due to construction. CA/766B: FE Return CA/766C: B7 If bit $1DC9($41) [$1DD1, bit 1] is clear, branch to $CA5EB3 CA/7671: B9 Clear bit $1DC9($41) [$1DD1, bit 1] CA/7673: FE Return CA/7674: C0 If ($1E80($0AE) [$1E95, bit 6] is set), branch to $CA5EB3 (simply returns) CA/767A: D0 Set event bit $1E80($0AE) [$1E95, bit 6] CA/767C: F6 Subcommand $82: Change volume of currently playing sound effect to $40, transition time 0 CA/7680: F4 Play sound effect 6 CA/7682: FB Apply a special effect (wow effect?) to the currently playing sound effect CA/7683: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/7687: FE Return CA/7688: C0 If ($1E80($0AF) [$1E95, bit 7] is set), branch to $CA5EB3 (simply returns) CA/768E: D0 Set event bit $1E80($0AF) [$1E95, bit 7] CA/7690: F6 Subcommand $82: Change volume of currently playing sound effect to $80, transition time 0 CA/7694: F4 Play sound effect 6 CA/7696: FB Apply a special effect (wow effect?) to the currently playing sound effect CA/7697: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/769B: FE Return CA/769C: C0 If ($1E80($0B0) [$1E96, bit 0] is set), branch to $CA5EB3 (simply returns) CA/76A2: D0 Set event bit $1E80($0B0) [$1E96, bit 0] CA/76A4: F6 Subcommand $82: Change volume of currently playing sound effect to $C0, transition time 0 CA/76A8: F4 Play sound effect 6 CA/76AA: 4B Display dialogue message $0196, wait for button press LOCKE: What IS that noise? CA/76AD: FB Apply a special effect (wow effect?) to the currently playing sound effect CA/76AE: F6 Subcommand $82: Change volume of currently playing sound effect to $FF, transition time 0 CA/76B2: FE Return CA/76B3: C2 If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B0) [$1EB6, bit 0] is clear), branch to $CA5EB3 (simply returns) CA/76BD: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CA/76BF: C2 Set vehicle/entity's event speed to normal CA/76C0: C8 Set object layering priority to 2 (low nibble 2) CA/76C2: DD Make vehicle/entity jump (high) CA/76C3: 84 Move vehicle/entity up 2 tiles CA/76C4: DD Make vehicle/entity jump (high) CA/76C5: 84 Move vehicle/entity up 2 tiles CA/76C6: C8 Set object layering priority to 0 (low nibble 0) CA/76C8: FF End queue CA/76C9: FE Return CA/76CA: C2 If ($1E80($1F0) [$1EBE, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear) or ($1E80($1B2) [$1EB6, bit 2] is clear), branch to $CA5EB3 (simply returns) CA/76D4: 31 Begin action queue for character $31 (Party Character 0), 10 bytes long (Wait until complete) CA/76D6: C2 Set vehicle/entity's event speed to normal CA/76D7: C8 Set object layering priority to 2 (low nibble 2) CA/76D9: DD Make vehicle/entity jump (high) CA/76DA: 86 Move vehicle/entity down 2 tiles CA/76DB: DD Make vehicle/entity jump (high) CA/76DC: 86 Move vehicle/entity down 2 tiles CA/76DD: C8 Set object layering priority to 0 (low nibble 0) CA/76DF: FF End queue CA/76E0: FE Return CA/76E1: C0 If ($1E80($37F) [$1EEF, bit 7] is clear), branch to $CA5EB3 (simply returns) CA/76E7: 38 Hold screen CA/76E8: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/76EA: 80 Move vehicle/entity up 1 tile CA/76EB: E0 Pause for 4 * 4 (16) frames CA/76ED: CF Turn vehicle/entity left CA/76EE: FF End queue CA/76EF: 30 Begin action queue for character $30 (Camera), 5 bytes long (Wait until complete) CA/76F1: C2 Set vehicle/entity's event speed to normal CA/76F2: A9 Move vehicle/entity left/down 2x1 tiles CA/76F3: A9 Move vehicle/entity left/down 2x1 tiles CA/76F4: A9 Move vehicle/entity left/down 2x1 tiles CA/76F5: FF End queue CA/76F6: 15 Begin action queue for character $15 (NPC $15), 11 bytes long (Wait until complete) CA/76F8: 86 Move vehicle/entity down 2 tiles CA/76F9: E0 Pause for 4 * 8 (32) frames CA/76FB: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/76FC: E0 Pause for 4 * 7 (28) frames CA/76FE: 23 Do vehicle/entity graphical action $23 CA/76FF: E0 Pause for 4 * 8 (32) frames CA/7701: 88 Move vehicle/entity up 3 tiles CA/7702: FF End queue CA/7703: 4B Display dialogue message $0948, wait for button press (At bottom of screen) GERAD: Now, where were we…? CA/7706: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/7708: 8C Move vehicle/entity up 4 tiles CA/7709: FF End queue CA/770A: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/770C: 88 Move vehicle/entity up 3 tiles CA/770D: FF End queue CA/770E: 92 Pause for 30 units CA/770F: 4B Display dialogue message $0949, wait for button press (At bottom of screen) Here, boy… Here's some nice food for you! CA/7712: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7714: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7716: 85 Move vehicle/entity right 2 tiles CA/7717: FF End queue CA/7718: 92 Pause for 30 units CA/7719: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/771B: CE Turn vehicle/entity down CA/771C: FF End queue CA/771D: 3D Create object $16 CA/771F: 41 Show object $16 CA/7721: 45 Refresh objects CA/7722: 4B Display dialogue message $094A, wait for button press Presto! GERAD: Good Job! I used to have a turtle…! CA/7725: 11 Begin action queue for character $11 (NPC $11), 9 bytes long (Wait until complete) CA/7727: DD Make vehicle/entity jump (high) CA/7728: 84 Move vehicle/entity up 2 tiles CA/7729: DD Make vehicle/entity jump (high) CA/772A: 84 Move vehicle/entity up 2 tiles CA/772B: C8 Set object layering priority to 3 (low nibble 3) CA/772D: 84 Move vehicle/entity up 2 tiles CA/772E: D1 Make vehicle/entity disappear CA/772F: FF End queue CA/7730: 12 Begin action queue for character $12 (NPC $12), 4 bytes long CA/7732: A4 Move vehicle/entity right/up 1x2 tiles CA/7733: FC Branch 12 bytes backwards ($CA7727) CA/7735: FF End queue CA/7736: 91 Pause for 15 units CA/7737: 13 Begin action queue for character $13 (NPC $13), 4 bytes long CA/7739: 80 Move vehicle/entity up 1 tile CA/773A: FC Branch 8 bytes backwards ($CA7732) CA/773C: FF End queue CA/773D: 93 Pause for 45 units CA/773E: 14 Begin action queue for character $14 (NPC $14), 5 bytes long CA/7740: 83 Move vehicle/entity left 1 tile CA/7741: AB Move vehicle/entity left/up 1x2 tiles CA/7742: FC Branch 27 bytes backwards ($CA7727) CA/7744: FF End queue CA/7745: 92 Pause for 30 units CA/7746: 15 Begin action queue for character $15 (NPC $15), 4 bytes long CA/7748: 90 Move vehicle/entity up 5 tiles CA/7749: FC Branch 7 bytes backwards ($CA7742) CA/774B: FF End queue CA/774C: B5 Pause for 15 * 5 (75) units CA/774E: 16 Begin action queue for character $16 (NPC $16), 13 bytes long CA/7750: AB Move vehicle/entity left/up 1x2 tiles CA/7751: E0 Pause for 4 * 6 (24) frames CA/7753: CD Turn vehicle/entity right CA/7754: E0 Pause for 4 * 4 (16) frames CA/7756: CF Turn vehicle/entity left CA/7757: E0 Pause for 4 * 4 (16) frames CA/7759: 88 Move vehicle/entity up 3 tiles CA/775A: FC Branch 17 bytes backwards ($CA7749) CA/775C: FF End queue CA/775D: B5 Pause for 15 * 6 (90) units CA/775F: 30 Begin action queue for character $30 (Camera), 2 bytes long (Wait until complete) CA/7761: 95 Move vehicle/entity right 6 tiles CA/7762: FF End queue CA/7763: 39 Free screen CA/7764: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/7766: D5 Set vehicle/entity's position to (45, 27) CA/7769: FF End queue CA/776A: D2 Set event bit $1E80($123) [$1EA4, bit 3] CA/776C: D7 Clear event bit $1E80($37F) [$1EEF, bit 7] CA/776E: D6 Set event bit $1E80($383) [$1EF0, bit 3] CA/7770: B2 Call subroutine $CAED53 CA/7774: FE Return CA/7775: 4B Display dialogue message $094B, wait for button press SIGFRIED: Pretty dangerous from here on. I'll go in first and clear out all the monsters. Wait here. CA/7778: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/777A: 88 Move vehicle/entity up 3 tiles CA/777B: D1 Make vehicle/entity disappear CA/777C: FF End queue CA/777D: D7 Clear event bit $1E80($398) [$1EF3, bit 0] CA/777F: D6 Set event bit $1E80($399) [$1EF3, bit 1] CA/7781: FE Return CA/7782: C0 If ($1E80($399) [$1EF3, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/7788: 10 Begin action queue for character $10 (NPC $10), 23 bytes long CA/778A: CE Turn vehicle/entity down CA/778B: E0 Pause for 4 * 2 (8) frames CA/778D: 2D Do vehicle/entity graphical action $2D CA/778E: E0 Pause for 4 * 4 (16) frames CA/7790: CE Turn vehicle/entity down CA/7791: E0 Pause for 4 * 8 (32) frames CA/7793: 86 Move vehicle/entity down 2 tiles CA/7794: A1 Move vehicle/entity right/down 1x1 tiles CA/7795: 85 Move vehicle/entity right 2 tiles CA/7796: 8A Move vehicle/entity down 3 tiles CA/7797: 85 Move vehicle/entity right 2 tiles CA/7798: A1 Move vehicle/entity right/down 1x1 tiles CA/7799: 8A Move vehicle/entity down 3 tiles CA/779A: 8F Move vehicle/entity left 4 tiles CA/779B: 86 Move vehicle/entity down 2 tiles CA/779C: 9F Move vehicle/entity left 8 tiles CA/779D: 8F Move vehicle/entity left 4 tiles CA/779E: 82 Move vehicle/entity down 1 tile CA/779F: D1 Make vehicle/entity disappear CA/77A0: FF End queue CA/77A1: B5 Pause for 15 * 8 (120) units CA/77A3: 48 Display dialogue message $094C, continue executing commands (Show text only) On the hum, let's go!!!! CA/77A6: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/77A8: CE Turn vehicle/entity down CA/77A9: FF End queue CA/77AA: D7 Clear event bit $1E80($399) [$1EF3, bit 1] CA/77AC: FE Return CA/77AD: 4B Display dialogue message $00B3, wait for button press Welcome to South Figaro! CA/77B0: FE Return CA/77B1: 4B Display dialogue message $00B4, wait for button press You'll find lots of excellent weapons, armor and relics in our shops. CA/77B4: FE Return CA/77B5: 4B Display dialogue message $00B5, wait for button press Did you hear? Figaro Castle sank into the sand! You couldn't find it even if you knew where to look! CA/77B8: FE Return CA/77B9: 4B Display dialogue message $00B6, wait for button press Mt. Kolts is to the east. CA/77BC: FE Return CA/77BD: 4B Display dialogue message $00B7, wait for button press Beyond Mt. Kolts you'll find the Sabil mountain range. CA/77C0: FE Return CA/77C1: 4B Display dialogue message $00CE, wait for button press This town'll go down fighting! Even with their Magitek Armor, we'll make it tough on 'em! CA/77C4: FE Return CA/77C5: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA77CF CA/77CB: 4B Display dialogue message $00CD, wait for button press I can't believe it! The Empire'll smash us! CA/77CE: FE Return CA/77CF: 4B Display dialogue message $0B7E, wait for button press There's nothing like being free! CA/77D2: FE Return CA/77D3: 4B Display dialogue message $00CA, wait for button press The house in the northern part of town belongs to our wealthiest citizen. CA/77D6: FE Return CA/77D7: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA77E1 CA/77DD: 4B Display dialogue message $00EA, wait for button press The ship isn't going anywhere. CA/77E0: FE Return CA/77E1: 4B Display dialogue message $032C, wait for button press Nikeah-bound ferry. ^ (Still need to shop.) ^ (Hop aboard?) CA/77E4: B6 Indexed branch based on prior dialogue selection [$CA5EB3, $CA931C] CA/77EB: FE Return CA/77EC: C1 If ($1E80($048) [$1E89, bit 0] is clear) or ($1E80($276) [$1ECE, bit 6] is set), branch to $CA5EB3 (simply returns) CA/77F4: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/77F6: C2 Set vehicle/entity's event speed to normal CA/77F7: 86 Move vehicle/entity down 2 tiles CA/77F8: CC Turn vehicle/entity up CA/77F9: FF End queue CA/77FA: 10 Begin action queue for character $10 (NPC $10), 3 bytes long (Wait until complete) CA/77FC: 83 Move vehicle/entity left 1 tile CA/77FD: CE Turn vehicle/entity down CA/77FE: FF End queue CA/77FF: F0 Play song 43 (???, Crazy Old Man's House), (high bit clear), full volume CA/7801: 4B Display dialogue message $00EB, wait for button press Imperial troops are milling about. Gotta jam without being seen! CA/7804: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7806: 89 Move vehicle/entity right 3 tiles CA/7807: FF End queue CA/7808: 94 Pause for 60 units CA/7809: 3D Create object $17 CA/780B: 41 Show object $17 CA/780D: 17 Begin action queue for character $17 (NPC $17), 2 bytes long CA/780F: 87 Move vehicle/entity left 2 tiles CA/7810: FF End queue CA/7811: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7813: 87 Move vehicle/entity left 2 tiles CA/7814: FF End queue CA/7815: 93 Pause for 45 units CA/7816: 17 Begin action queue for character $17 (NPC $17), 2 bytes long (Wait until complete) CA/7818: 82 Move vehicle/entity down 1 tile CA/7819: FF End queue CA/781A: 92 Pause for 30 units CA/781B: 5A Fade screen at speed $04 CA/781D: 5C Pause execution until fade in or fade out is complete CA/781E: 42 Hide object $31 CA/7820: D2 Set event bit $1E80($1CC) [$1EB9, bit 4] CA/7822: 6B Load map $002F (South Figaro, outdoors (party being smuggled out of occupied town)) instantly, (upper bits $0400), place party at (50, 34), facing up CA/7828: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/782A: 11 Begin action queue for character $11 (NPC $11), 3 bytes long CA/782C: 9C Move vehicle/entity up 8 tiles CA/782D: 87 Move vehicle/entity left 2 tiles CA/782E: FF End queue CA/782F: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/7831: 9C Move vehicle/entity up 8 tiles CA/7832: 80 Move vehicle/entity up 1 tile CA/7833: 83 Move vehicle/entity left 1 tile CA/7834: FF End queue CA/7835: 93 Pause for 45 units CA/7836: 11 Begin action queue for character $11 (NPC $11), 2 bytes long (Wait until complete) CA/7838: 82 Move vehicle/entity down 1 tile CA/7839: FF End queue CA/783A: 92 Pause for 30 units CA/783B: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/783D: 82 Move vehicle/entity down 1 tile CA/783E: 83 Move vehicle/entity left 1 tile CA/783F: CC Turn vehicle/entity up CA/7840: FF End queue CA/7841: 92 Pause for 30 units CA/7842: 41 Show object $31 CA/7844: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7846: CD Turn vehicle/entity right CA/7847: FF End queue CA/7848: 31 Begin action queue for character $31 (Party Character 0), 8 bytes long (Wait until complete) CA/784A: C2 Set vehicle/entity's event speed to normal CA/784B: DD Make vehicle/entity jump (high) CA/784C: 85 Move vehicle/entity right 2 tiles CA/784D: 09 Do vehicle/entity graphical action $09 (kneeling) CA/784E: E0 Pause for 4 * 8 (32) frames CA/7850: CF Turn vehicle/entity left CA/7851: FF End queue CA/7852: 4B Display dialogue message $00EC, wait for button press Use caution. CA/7855: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/7857: 8D Move vehicle/entity right 4 tiles CA/7858: FF End queue CA/7859: 6A Load map $0000 (World of Balance) after fade out, (upper bits $0400), place party at (85, 111), facing up, flags $00 CA/785F: FF End map script CA/7860: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7869 CA/7866: 9B Invoke shop $05 CA/7868: FE Return CA/7869: 9B Invoke shop $3C CA/786B: FE Return CA/786C: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7875 CA/7872: 9B Invoke shop $06 CA/7874: FE Return CA/7875: 9B Invoke shop $3D CA/7877: FE Return CA/7878: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7881 CA/787E: 9B Invoke shop $07 CA/7880: FE Return CA/7881: 9B Invoke shop $3E CA/7883: FE Return CA/7884: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA788D CA/788A: 9B Invoke shop $08 CA/788C: FE Return CA/788D: 9B Invoke shop $3F CA/788F: FE Return CA/7890: 4B Display dialogue message $00CC, wait for button press The Empire attacked Figaro Castle?! Now we'll all be drawn into the battle! CA/7893: FE Return CA/7894: 4B Display dialogue message $0B89, wait for button press 80 GP per night! Well? ^ Yes ^ No CA/7897: B6 Indexed branch based on prior dialogue selection [$CA789F, $CA5EB3] CA/789E: FE Return CA/789F: 85 Take 80 GP from party CA/78A2: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CA/78A8: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/78AA: C3 Set vehicle/entity's event speed to fast CA/78AB: 8F Move vehicle/entity left 4 tiles CA/78AC: 84 Move vehicle/entity up 2 tiles CA/78AD: FF End queue CA/78AE: F4 Play sound effect 44 CA/78B0: 73 Replace current map's Layer 1 at (77, 15) with the following (2 x 1) chunk, refresh immediately CA/78B5: $04, $14 CA/78B7: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/78B9: 9C Move vehicle/entity up 8 tiles CA/78BA: 8D Move vehicle/entity right 4 tiles CA/78BB: FF End queue CA/78BC: B2 Call subroutine $CACD3C CA/78C0: 6B Load map $004C (South Figaro, inn and relic shop (always)) instantly, (upper bits $2400), place party at (81, 9), facing down CA/78C6: 31 Begin action queue for character $31 (Party Character 0), 5 bytes long (Wait until complete) CA/78C8: D5 Set vehicle/entity's position to (83, 7) CA/78CB: CE Turn vehicle/entity down CA/78CC: FF End queue CA/78CD: C9 If ($1E80($105) [$1EA0, bit 5] is set) and ($1E80($01E) [$1E83, bit 6] is clear), branch to $CA78D7 CA/78D5: D3 Clear event bit $1E80($1CC) [$1EB9, bit 4] CA/78D7: B2 Call subroutine $CACF98 CA/78DB: FE Return CA/78DC: B2 Call subroutine $CACA8D CA/78E0: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/78E2: CE Turn vehicle/entity down CA/78E3: FF End queue CA/78E4: 4B Display dialogue message $00B8, wait for button press Equip relics to gain a variety of abilities! These double my walking speed! CA/78E7: 14 Begin action queue for character $14 (NPC $14), 10 bytes long (Wait until complete) CA/78E9: C7 Set vehicle/entity to stay still when moving CA/78EA: 4A Do vehicle/entity graphical action $0A, flipped horizontally CA/78EB: C3 Set vehicle/entity's event speed to fast CA/78EC: 83 Move vehicle/entity left 1 tile CA/78ED: C1 Set vehicle/entity's event speed to slow CA/78EE: 83 Move vehicle/entity left 1 tile CA/78EF: C6 Set vehicle/entity to walk when moving CA/78F0: C3 Set vehicle/entity's event speed to fast CA/78F1: 99 Move vehicle/entity right 7 tiles CA/78F2: FF End queue CA/78F3: F4 Play sound effect 96 CA/78F5: 58 Shake screen ($F3): (Intensity: 3)) (Permanance and ???: 0)) (Layer 1 affected) (Layer 2 affected) (Layer 3 affected) (Sprite layer affected) CA/78F7: 14 Begin action queue for character $14 (NPC $14), 18 bytes long (Wait until complete) CA/78F9: 1F Do vehicle/entity graphical action $1F CA/78FA: C7 Set vehicle/entity to stay still when moving CA/78FB: DC Make vehicle/entity jump (low) CA/78FC: 87 Move vehicle/entity left 2 tiles CA/78FD: 28 Do vehicle/entity graphical action $28 CA/78FE: C6 Set vehicle/entity to walk when moving CA/78FF: E0 Pause for 4 * 12 (48) frames CA/7901: 81 Move vehicle/entity right 1 tile CA/7902: 8C Move vehicle/entity up 4 tiles CA/7903: 83 Move vehicle/entity left 1 tile CA/7904: A3 Move vehicle/entity left/up 1x1 tiles CA/7905: A3 Move vehicle/entity left/up 1x1 tiles CA/7906: 87 Move vehicle/entity left 2 tiles CA/7907: A3 Move vehicle/entity left/up 1x1 tiles CA/7908: A3 Move vehicle/entity left/up 1x1 tiles CA/7909: D1 Make vehicle/entity disappear CA/790A: FF End queue CA/790B: 94 Pause for 60 units CA/790C: D7 Clear event bit $1E80($358) [$1EEB, bit 0] CA/790E: B2 Call subroutine $CCD2F6 CA/7912: FE Return CA/7913: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/791B: 4B Display dialogue message $00B0, wait for button press An old clock… It's not ticking… CA/791E: C0 If ($1E80($10D) [$1EA1, bit 5] is set), branch to $CA5EB3 (simply returns) CA/7924: C0 If ($1E80($1D1) [$1EBA, bit 1] is clear), branch to $CA5EB3 (simply returns) CA/792A: 4B Display dialogue message $00AF, wait for button press ^(Wind the clock?) ^(Leave it.) CA/792D: B6 Indexed branch based on prior dialogue selection [$CA7935, $CA5EB3] CA/7934: FE Return CA/7935: F4 Play sound effect 187 CA/7937: B2 Call subroutine $CAECF8 CA/793B: D2 Set event bit $1E80($10D) [$1EA1, bit 5] CA/793D: FE Return CA/793E: C1 If ($1E80($1B0) [$1EB6, bit 0] is clear) or ($1E80($1B4) [$1EB6, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7946: 4B Display dialogue message $00B1, wait for button press An old clock… It's ticking… CA/7949: FE Return CA/794A: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7965 CA/7950: 6A Load map $004B (South Figaro, outdoors (WoB)) after fade out, (upper bits $2400), place party at (33, 37), facing down CA/7956: B2 Call subroutine $CA797A CA/795A: 6A Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $0400), place party at (6, 36), facing up CA/7960: B2 Call subroutine $CA79D2 CA/7964: FE Return CA/7965: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (33, 37), facing down CA/796B: B2 Call subroutine $CA797A CA/796F: 6A Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $0400), place party at (6, 36), facing up CA/7975: B2 Call subroutine $CA79D2 CA/7979: FE Return CA/797A: 42 Hide object $31 CA/797C: 96 Restore screen from fade CA/797D: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CA/797F: C2 Set vehicle/entity's event speed to normal CA/7980: AB Move vehicle/entity left/up 1x2 tiles CA/7981: AB Move vehicle/entity left/up 1x2 tiles CA/7982: AB Move vehicle/entity left/up 1x2 tiles CA/7983: AB Move vehicle/entity left/up 1x2 tiles CA/7984: AB Move vehicle/entity left/up 1x2 tiles CA/7985: AB Move vehicle/entity left/up 1x2 tiles CA/7986: AB Move vehicle/entity left/up 1x2 tiles CA/7987: AB Move vehicle/entity left/up 1x2 tiles CA/7988: AB Move vehicle/entity left/up 1x2 tiles CA/7989: AB Move vehicle/entity left/up 1x2 tiles CA/798A: AB Move vehicle/entity left/up 1x2 tiles CA/798B: AB Move vehicle/entity left/up 1x2 tiles CA/798C: FF End queue CA/798D: FE Return CA/798E: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA79A9 CA/7994: 6A Load map $004B (South Figaro, outdoors (WoB)) after fade out, (upper bits $2400), place party at (22, 13), facing down CA/799A: B2 Call subroutine $CA79BE CA/799E: 6A Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $1400), place party at (4, 52), facing right CA/79A4: B2 Call subroutine $CA79D2 CA/79A8: FE Return CA/79A9: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (22, 13), facing down CA/79AF: B2 Call subroutine $CA79BE CA/79B3: 6A Load map $0056 (South Figaro, Duncan's house / old man's house / tunnel ends (always)) after fade out, (upper bits $1400), place party at (4, 52), facing right CA/79B9: B2 Call subroutine $CA79D2 CA/79BD: FE Return CA/79BE: 42 Hide object $31 CA/79C0: 96 Restore screen from fade CA/79C1: 31 Begin action queue for character $31 (Party Character 0), 14 bytes long (Wait until complete) CA/79C3: C2 Set vehicle/entity's event speed to normal CA/79C4: A7 Move vehicle/entity right/down 1x2 tiles CA/79C5: A7 Move vehicle/entity right/down 1x2 tiles CA/79C6: A7 Move vehicle/entity right/down 1x2 tiles CA/79C7: A7 Move vehicle/entity right/down 1x2 tiles CA/79C8: A7 Move vehicle/entity right/down 1x2 tiles CA/79C9: A7 Move vehicle/entity right/down 1x2 tiles CA/79CA: A7 Move vehicle/entity right/down 1x2 tiles CA/79CB: A7 Move vehicle/entity right/down 1x2 tiles CA/79CC: A7 Move vehicle/entity right/down 1x2 tiles CA/79CD: A7 Move vehicle/entity right/down 1x2 tiles CA/79CE: A7 Move vehicle/entity right/down 1x2 tiles CA/79CF: A7 Move vehicle/entity right/down 1x2 tiles CA/79D0: FF End queue CA/79D1: FE Return CA/79D2: 41 Show object $31 CA/79D4: 96 Restore screen from fade CA/79D5: 3A Enable player to move while event commands execute CA/79D6: FE Return CA/79D7: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA79F4 CA/79DD: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D75 CA/79E3: C0 If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA79F0 CA/79E9: 4B Display dialogue message $00CF, wait for button press Attack from the east. That way, ……?! Hey! Whaddaya think you're doin'? Barging in here while I'm trying to write a letter! Harumph! CA/79EC: 4B Display dialogue message $00D0, wait for button press Oh, uh, sorry… Even a millionaire can be… startled. CA/79EF: FE Return CA/79F0: 4B Display dialogue message $00D1, wait for button press Oh, what have I done?! I betrayed the town, and I didn't even need the money! CA/79F3: FE Return CA/79F4: 4B Display dialogue message $0934, wait for button press Just when we thought the Empire was gone…heeeeeres Kefka! CA/79F7: FE Return CA/79F8: 4B Display dialogue message $00D2, wait for button press Chung chung… Chung chung… Magitek Armor!!!! CA/79FB: FE Return CA/79FC: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7A10 CA/7A02: C0 If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7A0C CA/7A08: 4B Display dialogue message $00D3, wait for button press My Dad's VERY important! Why, not so long ago he even dined with General Leo… … Uh, I, uh, just made that up! CA/7A0B: FE Return CA/7A0C: 4B Display dialogue message $00D4, wait for button press Wind the clock! Wind the clock! Uh, that was just a jump-rope rhyme! CA/7A0F: FE Return CA/7A10: 4B Display dialogue message $0933, wait for button press Jump on the turtle. Oh, jump on the turtle… Oops…never mind. CA/7A13: FE Return CA/7A14: 4B Display dialogue message $00D7, wait for button press There's always a nasty draft in this room. Where's it coming from? CA/7A17: FE Return CA/7A18: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7A32 CA/7A1E: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D75 CA/7A24: C0 If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7A2E CA/7A2A: 4B Display dialogue message $00D5, wait for button press Has war really begun? I'd better return home… CA/7A2D: FE Return CA/7A2E: 4B Display dialogue message $00D6, wait for button press The Imperial Troops have turned this house into their headquarters. CA/7A31: FE Return CA/7A32: 4B Display dialogue message $0932, wait for button press There's nothing left of my home town. CA/7A35: FE Return CA/7A36: 4B Display dialogue message $0B8E, wait for button press Chocobo ride for 80 GP. Hop aboard? ^ Yes ^ No CA/7A39: B6 Indexed branch based on prior dialogue selection [$CA7A41, $CA5EB3] CA/7A40: FE Return CA/7A41: C0 If ($1E80($134) [$1EA6, bit 4] is set), branch to $CA7A4B CA/7A47: B2 Call subroutine $CCD2E4 CA/7A4B: 85 Take 80 GP from party CA/7A4E: C0 If ($1E80($1BE) [$1EB7, bit 6] is set), branch to $CB69FF CA/7A54: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/7A56: A1 Move vehicle/entity right/down 1x1 tiles CA/7A57: 82 Move vehicle/entity down 1 tile CA/7A58: FF End queue CA/7A59: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7A6B CA/7A5F: 6A Load map $004B (South Figaro, outdoors (WoB)) after fade out, (upper bits $2400), place party at (9, 32), facing down CA/7A65: C0 If ($1E80($127) [$1EA4, bit 7] is clear), branch to $CA7A71 CA/7A6B: 6A Load map $004A (South Figaro, outdoors (WoR)) after fade out, (upper bits $2400), place party at (9, 32), facing down CA/7A71: 44 Place character $31 (Party Character 0) on vehicle $20 (Chocobo) (Character is shown) CA/7A74: 96 Restore screen from fade CA/7A75: 31 Begin action queue for character $31 (Party Character 0), 9 bytes long (Wait until complete) CA/7A77: C3 Set vehicle/entity's event speed to fast CA/7A78: 8A Move vehicle/entity down 3 tiles CA/7A79: A2 Move vehicle/entity left/down 1x1 tiles CA/7A7A: 87 Move vehicle/entity left 2 tiles CA/7A7B: A3 Move vehicle/entity left/up 1x1 tiles CA/7A7C: A3 Move vehicle/entity left/up 1x1 tiles CA/7A7D: 90 Move vehicle/entity up 5 tiles CA/7A7E: 93 Move vehicle/entity left 5 tiles CA/7A7F: FF End queue CA/7A80: 97 Fade screen to black CA/7A81: 5C Pause execution until fade in or fade out is complete CA/7A82: 44 Place character $31 (Party Character 0) on vehicle $00 (No vehicle) (Character is not shown) CA/7A85: 3A Enable player to move while event commands execute CA/7A86: 6B Load map $01FF (world map) instantly, (upper bits $2400), place party at (0, 0), facing down, party is in overworld chocobo mode CA/7A8C: FF End vehicle script CA/7A8D: F4 Play sound effect 217 CA/7A8F: FE Return CA/7A90: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7B2C CA/7A96: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7B30 CA/7A9C: C0 If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7B28 CA/7AA2: C0 If ($1E80($04C) [$1E89, bit 4] is set), branch to $CA7B24 CA/7AA8: DE Load CaseWord with the characters in the currently active party? CA/7AA9: C1 If ($1E80($010) [$1E82, bit 0] is clear) or ($1E80($1A5) [$1EB4, bit 5] is clear), branch to $CA7B20 CA/7AB1: B2 Call subroutine $CACAD9 CA/7AB5: 10 Begin action queue for character $10 (NPC $10), 2 bytes long CA/7AB7: CF Turn vehicle/entity left CA/7AB8: FF End queue CA/7AB9: B2 Call subroutine $CAC6AC CA/7ABD: 3C Set up the party as follows: $05 (Actor in stot 5), $FF (), $FF (), $FF () CA/7AC2: 05 Begin action queue for character $05 (Actor in stot 5), 3 bytes long (Wait until complete) CA/7AC4: CD Turn vehicle/entity right CA/7AC5: C2 Set vehicle/entity's event speed to normal CA/7AC6: FF End queue CA/7AC7: 33 Begin action queue for character $33 (Party Character 2), 4 bytes long CA/7AC9: C2 Set vehicle/entity's event speed to normal CA/7ACA: A2 Move vehicle/entity left/down 1x1 tiles CA/7ACB: CD Turn vehicle/entity right CA/7ACC: FF End queue CA/7ACD: 32 Begin action queue for character $32 (Party Character 1), 4 bytes long CA/7ACF: C2 Set vehicle/entity's event speed to normal CA/7AD0: 83 Move vehicle/entity left 1 tile CA/7AD1: CD Turn vehicle/entity right CA/7AD2: FF End queue CA/7AD3: 34 Begin action queue for character $34 (Party Character 3), 4 bytes long CA/7AD5: C2 Set vehicle/entity's event speed to normal CA/7AD6: 82 Move vehicle/entity down 1 tile CA/7AD7: CD Turn vehicle/entity right CA/7AD8: FF End queue CA/7AD9: 94 Pause for 60 units CA/7ADA: 4B Display dialogue message $00BA, wait for button press SABIN, where's Vargas? Where's my husband? CA/7ADD: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7ADF: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/7AE0: FF End queue CA/7AE1: 92 Pause for 30 units CA/7AE2: 4B Display dialogue message $00BB, wait for button press SABIN: Master was… Vargas… CA/7AE5: 10 Begin action queue for character $10 (NPC $10), 4 bytes long (Wait until complete) CA/7AE7: CE Turn vehicle/entity down CA/7AE8: E0 Pause for 4 * 4 (16) frames CA/7AEA: FF End queue CA/7AEB: 4B Display dialogue message $00BC, wait for button press DUNCAN'S WIFE: I'll never understand Vargas… Fortunately, my husband taught his most secret techniques to you. CA/7AEE: 05 Begin action queue for character $05 (Actor in stot 5), 2 bytes long (Wait until complete) CA/7AF0: CD Turn vehicle/entity right CA/7AF1: FF End queue CA/7AF2: 4B Display dialogue message $00BD, wait for button press SABIN: For 10 years you've treated me like a son. I am eternally grateful! CA/7AF5: 05 Begin action queue for character $05 (Actor in stot 5), 9 bytes long (Wait until complete) CA/7AF7: E0 Pause for 4 * 2 (8) frames CA/7AF9: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/7AFA: E0 Pause for 4 * 1 (4) frames CA/7AFC: CD Turn vehicle/entity right CA/7AFD: E0 Pause for 4 * 4 (16) frames CA/7AFF: FF End queue CA/7B00: 78 Enable ability to pass through other objects for object $32 (Party Character 1) CA/7B02: 78 Enable ability to pass through other objects for object $33 (Party Character 2) CA/7B04: 78 Enable ability to pass through other objects for object $34 (Party Character 3) CA/7B06: 32 Begin action queue for character $32 (Party Character 1), 2 bytes long CA/7B08: 81 Move vehicle/entity right 1 tile CA/7B09: FF End queue CA/7B0A: 34 Begin action queue for character $34 (Party Character 3), 2 bytes long CA/7B0C: 80 Move vehicle/entity up 1 tile CA/7B0D: FF End queue CA/7B0E: 33 Begin action queue for character $33 (Party Character 2), 2 bytes long CA/7B10: A0 Move vehicle/entity right/up 1x1 tiles CA/7B11: FF End queue CA/7B12: 94 Pause for 60 units CA/7B13: 36 Disable ability to pass through other objects for object $32 (Party Character 1) CA/7B15: 36 Disable ability to pass through other objects for object $33 (Party Character 2) CA/7B17: 36 Disable ability to pass through other objects for object $34 (Party Character 3) CA/7B19: B2 Call subroutine $CACB95 CA/7B1D: D0 Set event bit $1E80($04C) [$1E89, bit 4] CA/7B1F: FE Return CA/7B20: 4B Display dialogue message $00B9, wait for button press My husband, Duncan, is a world-famous martial artist! He's taking his disciples to Mt. Kolts for meditation and training. CA/7B23: FE Return CA/7B24: 4B Display dialogue message $00BD, wait for button press SABIN: For 10 years you've treated me like a son. I am eternally grateful! CA/7B27: FE Return CA/7B28: 4B Display dialogue message $0B77, wait for button press DUNCAN'S WIFE: I'm sure there's a hidden passage under the rich man's house. Find the room that's drafty. CA/7B2B: FE Return CA/7B2C: 4B Display dialogue message $0936, wait for button press DUNCAN'S WIFE: No, dear! Duncan's still alive and well! He's meditating just north of Narshe. CA/7B2F: FE Return CA/7B30: 4B Display dialogue message $0B7C, wait for button press Peace has been restored, but my husband never returned. CA/7B33: FE Return CA/7B34: C2 If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/7B3E: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7B40: F0 Play song 0 (Silence), (high bit clear), full volume CA/7B42: EF Play song 57 (Wind), (high bit clear) volume 0.000000% CA/7B45: FE Return CA/7B46: C2 If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/7B50: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7B52: F0 Play song 29 (Under Martial Law), (high bit clear), full volume CA/7B54: FE Return CA/7B55: C2 If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/7B5F: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/7B61: F6 Subcommand $81: Change volume of currently playing song to $1A, transition time 64 CA/7B65: FE Return CA/7B66: C2 If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/7B70: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/7B72: F6 Subcommand $81: Change volume of currently playing song to $30, transition time 64 CA/7B76: FE Return CA/7B77: C2 If ($1E80($01A) [$1E83, bit 2] is clear) or ($1E80($01E) [$1E83, bit 6] is set) or ($1E80($1B5) [$1EB6, bit 5] is set), branch to $CA5EB3 (simply returns) CA/7B81: D2 Set event bit $1E80($1B5) [$1EB6, bit 5] CA/7B83: F6 Subcommand $81: Change volume of currently playing song to $60, transition time 64 CA/7B87: FE Return CA/7B88: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7BC1 CA/7B8E: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7BC5 CA/7B94: C0 If ($1E80($1D0) [$1EBA, bit 0] is set), branch to $CA7BAE CA/7B9A: C0 If ($1E80($104) [$1EA0, bit 4] is set), branch to $CA7BAA CA/7BA0: C0 If ($1E80($103) [$1EA0, bit 3] is set), branch to $CA7BBD CA/7BA6: 4B Display dialogue message $00D8, wait for button press I don't like strangers. Bring me some cider, and maybe I'll talk to you. CA/7BA9: FE Return CA/7BAA: 4B Display dialogue message $00D9, wait for button press What?! No cider?! CA/7BAD: FE Return CA/7BAE: C0 If ($1E80($107) [$1EA0, bit 7] is set), branch to $CA7BB7 CA/7BB4: 4B Display dialogue message $00DB, wait for button press Ah! Cider! Glug, glug, … Huh? Secret passage? Well, there is one that leads to the rich man's house. CA/7BB7: 4B Display dialogue message $00DC, wait for button press Go downstairs and give my grandson the password. It's…uh, umm… I forget! CA/7BBA: D2 Set event bit $1E80($107) [$1EA0, bit 7] CA/7BBC: FE Return CA/7BBD: 4B Display dialogue message $00DA, wait for button press Hurumph…DOG! CA/7BC0: FE Return CA/7BC1: 4B Display dialogue message $0935, wait for button press I'm so relieved to know my grandchild's alive! CA/7BC4: FE Return CA/7BC5: 4B Display dialogue message $0B7F, wait for button press Now I can relax and drink my cider. CA/7BC8: FE Return CA/7BC9: 4B Display dialogue message $00DD, wait for button press My grandfather was a servant for the richest man in town. CA/7BCC: FE Return CA/7BCD: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA79F4 CA/7BD3: C0 If ($1E80($1F1) [$1EBE, bit 1] is set), branch to $CA7C36 CA/7BD9: C0 If ($1E80($107) [$1EA0, bit 7] is set), branch to $CA7C03 CA/7BDF: 4B Display dialogue message $00DD, wait for button press My grandfather was a servant for the richest man in town. CA/7BE2: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/7BE8: C0 If ($1E80($105) [$1EA0, bit 5] is clear), branch to $CA5EB3 (simply returns) CA/7BEE: C0 If ($1E80($104) [$1EA0, bit 4] is set), branch to $CA7BF8 CA/7BF4: 4B Display dialogue message $00DE, wait for button press Only people dressed as merchants may pass through. CA/7BF7: FE Return CA/7BF8: 4B Display dialogue message $00DF, wait for button press Merchant, right? You may proceed. CA/7BFB: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7BFD: 14 Begin action queue for character $14 (NPC $14), 3 bytes long CA/7BFF: 82 Move vehicle/entity down 1 tile CA/7C00: CC Turn vehicle/entity up CA/7C01: FF End queue CA/7C02: FE Return CA/7C03: 4B Display dialogue message $00E0, wait for button press The password is… ^“Rose bud” ^“Courage” ^“Failure” CA/7C06: B6 Indexed branch based on prior dialogue selection [$CA7C28, $CA7C11, $CA7C28] CA/7C10: FE Return CA/7C11: 4B Display dialogue message $00E2, wait for button press Secret entrance. CA/7C14: 14 Begin action queue for character $14 (NPC $14), 4 bytes long (Wait until complete) CA/7C16: A8 Move vehicle/entity left/down 1x2 tiles CA/7C17: A2 Move vehicle/entity left/down 1x1 tiles CA/7C18: CE Turn vehicle/entity down CA/7C19: FF End queue CA/7C1A: 92 Pause for 30 units CA/7C1B: F4 Play sound effect 187 CA/7C1D: B2 Call subroutine $CAED21 CA/7C21: 14 Begin action queue for character $14 (NPC $14), 2 bytes long (Wait until complete) CA/7C23: A0 Move vehicle/entity right/up 1x1 tiles CA/7C24: FF End queue CA/7C25: D2 Set event bit $1E80($1F1) [$1EBE, bit 1] CA/7C27: FE Return CA/7C28: 4B Display dialogue message $00E1, wait for button press You're an Imperial spy! Can't fool me! CA/7C2B: 97 Fade screen to black CA/7C2C: 5C Pause execution until fade in or fade out is complete CA/7C2D: F4 Play sound effect 61 CA/7C2F: B5 Pause for 15 * 16 (240) units CA/7C31: B2 Call subroutine $CA85BA CA/7C35: FE Return CA/7C36: 4B Display dialogue message $00E3, wait for button press Good luck! CA/7C39: FE Return CA/7C3A: 4B Display dialogue message $00BE, wait for button press …. CA/7C3D: C0 If ($1E80($00B) [$1E81, bit 3] is set), branch to $CA5EB3 (simply returns) CA/7C43: B2 Call subroutine $CAC6AC CA/7C47: 3C Set up the party as follows: $04 (Actor in stot 4), $01 (Actor in stot 1), $00 (Actor in stot 0), $FF () CA/7C4C: 78 Enable ability to pass through other objects for object $01 (LOCKE ) CA/7C4E: 78 Enable ability to pass through other objects for object $04 (EDGAR ) CA/7C50: 78 Enable ability to pass through other objects for object $00 (TERRA ) CA/7C52: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/7C54: CD Turn vehicle/entity right CA/7C55: FF End queue CA/7C56: 00 Begin action queue for character $00 (Actor in stot 0), 4 bytes long CA/7C58: C2 Set vehicle/entity's event speed to normal CA/7C59: 86 Move vehicle/entity down 2 tiles CA/7C5A: CD Turn vehicle/entity right CA/7C5B: FF End queue CA/7C5C: 04 Begin action queue for character $04 (Actor in stot 4), 6 bytes long (Wait until complete) CA/7C5E: C2 Set vehicle/entity's event speed to normal CA/7C5F: E0 Pause for 4 * 4 (16) frames CA/7C61: 82 Move vehicle/entity down 1 tile CA/7C62: CD Turn vehicle/entity right CA/7C63: FF End queue CA/7C64: 4B Display dialogue message $00BF, wait for button press LOCKE: At the very least you could give me a response… CA/7C67: 01 Begin action queue for character $01 (Actor in stot 1), 4 bytes long CA/7C69: C2 Set vehicle/entity's event speed to normal CA/7C6A: C7 Set vehicle/entity to stay still when moving CA/7C6B: 83 Move vehicle/entity left 1 tile CA/7C6C: FF End queue CA/7C6D: 04 Begin action queue for character $04 (Actor in stot 4), 3 bytes long (Wait until complete) CA/7C6F: 80 Move vehicle/entity up 1 tile CA/7C70: CF Turn vehicle/entity left CA/7C71: FF End queue CA/7C72: 01 Begin action queue for character $01 (Actor in stot 1), 3 bytes long CA/7C74: 87 Move vehicle/entity left 2 tiles CA/7C75: C6 Set vehicle/entity to walk when moving CA/7C76: FF End queue CA/7C77: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7C79: 87 Move vehicle/entity left 2 tiles CA/7C7A: FF End queue CA/7C7B: 4B Display dialogue message $00C0, wait for button press EDGAR: Stand back! He seems vaguely familiar… Wait a minute…! CA/7C7E: 91 Pause for 15 units CA/7C7F: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7C81: 63 Do vehicle/entity graphical action $23, flipped horizontally CA/7C82: FF End queue CA/7C83: 38 Hold screen CA/7C84: 30 Begin action queue for character $30 (Camera), 3 bytes long (Wait until complete) CA/7C86: C1 Set vehicle/entity's event speed to slow CA/7C87: 89 Move vehicle/entity right 3 tiles CA/7C88: FF End queue CA/7C89: 94 Pause for 60 units CA/7C8A: 42 Hide object $04 CA/7C8C: 42 Hide object $01 CA/7C8E: 42 Hide object $00 CA/7C90: 42 Hide object $14 CA/7C92: 45 Refresh objects CA/7C93: B0 Execute the following commands until $B1 31 times CA/7C95: 50 Tint screen (cumulative) with color $9F CA/7C97: 53 Modify object color range from [00, 3F]: Do unknown operation (Black) at intensity 3 CA/7C9B: B1 End block of repeating commands CA/7C9C: 92 Pause for 30 units CA/7C9D: 4B Display dialogue message $00C1, wait for button press (Show text only) (At bottom of screen) He owes allegiance to no one, and will do anything for money. He comes and goes like the wind… CA/7CA0: 92 Pause for 30 units CA/7CA1: 40 Assign properties $03 to character $03 (Actor in stot 3) CA/7CA4: 7F Change character $03's name to $03 (SHADOW) CA/7CA7: 37 Assign graphics $03 to object $03 (Actor in stot 3) CA/7CAA: 43 Assign palette $04 to character $03 (Actor in stot 3) CA/7CAD: 98 Invoke name change screen for character $03 (Actor in stot 3) CA/7CAF: D0 Set event bit $1E80($00B) [$1E81, bit 3] CA/7CB1: 50 Tint screen (cumulative) with color $BC CA/7CB3: 53 Modify object color range from [00, 3F]: Subtract (Black) at intensity 0 CA/7CB7: 96 Restore screen from fade CA/7CB8: 94 Pause for 60 units CA/7CB9: B0 Execute the following commands until $B1 31 times CA/7CBB: 50 Tint screen (cumulative) with color $DF CA/7CBD: 52 Tint characters (cumulative) with color $DF CA/7CBF: B1 End block of repeating commands CA/7CC0: 41 Show object $04 CA/7CC2: 41 Show object $01 CA/7CC4: 41 Show object $00 CA/7CC6: 41 Show object $14 CA/7CC8: 45 Refresh objects CA/7CC9: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long (Wait until complete) CA/7CCB: CF Turn vehicle/entity left CA/7CCC: FF End queue CA/7CCD: 4B Display dialogue message $00C2, wait for button press EDGAR: That's SHADOW…! He'd slit his mama's throat for a nickel! CA/7CD0: 01 Begin action queue for character $01 (Actor in stot 1), 5 bytes long (Wait until complete) CA/7CD2: 62 Do vehicle/entity graphical action $22, flipped horizontally CA/7CD3: E0 Pause for 4 * 1 (4) frames CA/7CD5: CD Turn vehicle/entity right CA/7CD6: FF End queue CA/7CD7: 4B Display dialogue message $00C3, wait for button press LOCKE: Better steer clear of him, I guess. CA/7CDA: 30 Begin action queue for character $30 (Camera), 2 bytes long CA/7CDC: 83 Move vehicle/entity left 1 tile CA/7CDD: FF End queue CA/7CDE: 04 Begin action queue for character $04 (Actor in stot 4), 2 bytes long CA/7CE0: 85 Move vehicle/entity right 2 tiles CA/7CE1: FF End queue CA/7CE2: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long (Wait until complete) CA/7CE4: 85 Move vehicle/entity right 2 tiles CA/7CE5: FF End queue CA/7CE6: 93 Pause for 45 units CA/7CE7: 35 Pause execution until action queue for object $30 (Camera) is complete CA/7CE9: 01 Begin action queue for character $01 (Actor in stot 1), 2 bytes long CA/7CEB: 81 Move vehicle/entity right 1 tile CA/7CEC: FF End queue CA/7CED: 00 Begin action queue for character $00 (Actor in stot 0), 2 bytes long (Wait until complete) CA/7CEF: 84 Move vehicle/entity up 2 tiles CA/7CF0: FF End queue CA/7CF1: 36 Disable ability to pass through other objects for object $01 (Actor in stot 1) CA/7CF3: 36 Disable ability to pass through other objects for object $04 (Actor in stot 4) CA/7CF5: 36 Disable ability to pass through other objects for object $00 (Actor in stot 0) CA/7CF7: 39 Free screen CA/7CF8: B2 Call subroutine $CACB95 CA/7CFC: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/7CFE: CD Turn vehicle/entity right CA/7CFF: FF End queue CA/7D00: FE Return CA/7D01: C0 If ($1E80($00B) [$1E81, bit 3] is clear), branch to $CA5EB3 (simply returns) CA/7D07: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7D09: CE Turn vehicle/entity down CA/7D0A: FF End queue CA/7D0B: 4B Display dialogue message $00C4, wait for button press (At bottom of screen) SHADOW: Leave us. The dog eats strangers… CA/7D0E: 10 Begin action queue for character $10 (NPC $10), 2 bytes long (Wait until complete) CA/7D10: CD Turn vehicle/entity right CA/7D11: FF End queue CA/7D12: FE Return CA/7D13: C0 If ($1E80($0A4) [$1E94, bit 4] is clear), branch to $CA5EB3 (simply returns) CA/7D19: 4B Display dialogue message $092F, wait for button press That sweet little girl stopped coming around right after the world ended… CA/7D1C: FE Return CA/7D1D: C0 If ($1E80($305) [$1EE0, bit 5] is clear), branch to $CA7D27 CA/7D23: 4B Display dialogue message $00C5, wait for button press The guy at the counter… He's kinda creepy… CA/7D26: FE Return CA/7D27: 4B Display dialogue message $00C6, wait for button press That guy at the counter…HEY! Where'd he go? CA/7D2A: FE Return CA/7D2B: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7D45 CA/7D31: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D49 CA/7D37: C0 If ($1E80($010) [$1E82, bit 0] is set), branch to $CA7D41 CA/7D3D: 4B Display dialogue message $00C7, wait for button press Duncan's students have no peers! CA/7D40: FE Return CA/7D41: 4B Display dialogue message $00C8, wait for button press I'm so sorry to hear about Duncan. CA/7D44: FE Return CA/7D45: 4B Display dialogue message $092D, wait for button press Figaro Castle disappeared the day the world became… unzipped… CA/7D48: FE Return CA/7D49: 4B Display dialogue message $0B7E, wait for button press There's nothing like being free! CA/7D4C: FE Return CA/7D4D: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7D5D CA/7D53: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D61 CA/7D59: 4B Display dialogue message $00C9, wait for button press Duncan made his son, Vargas, practice a strict martial arts lifestyle. Vargas resented it. CA/7D5C: FE Return CA/7D5D: 4B Display dialogue message $092E, wait for button press Figaro Castle had an accident under the desert. Don't know what happened to its people… CA/7D60: FE Return CA/7D61: 4B Display dialogue message $0B7D, wait for button press You say peace is really here to stay? CA/7D64: FE Return CA/7D65: C0 If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CA7D79 CA/7D6B: C0 If ($1E80($276) [$1ECE, bit 6] is set), branch to $CA7D75 CA/7D71: 4B Display dialogue message $00CB, wait for button press The Empire's been invading one town after the next. We're not safe here! CA/7D74: FE Return CA/7D75: 4B Display dialogue message $0930, wait for button press I'm so relieved the Empire's finally outta here! CA/7D78: FE Return CA/7D79: 4B Display dialogue message $0931, wait for button press Now all these thieves are demanding all our time. Phew…I'm exhausted. CA/7D7C: FE Return CA/7D7D: C0 If ($1E80($105) [$1EA0, bit 5] is set), branch to $CA7DB8 CA/7D83: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/7D89: 4B Display dialogue message $00E4, wait for button press Outta the way! I gotta get this cider over to the old man! That's my job! Now scram! CA/7D8C: C0 If ($1E80($1B1) [$1EB6, bit 1] is clear), branch to $CA7D97 CA/7D92: 31 Begin action queue for character $31 (Party Character 0), 3 bytes long (Wait until complete) CA/7D94: 80 Move vehicle/entity up 1 tile CA/7D95: CE Turn vehicle/entity down CA/7D96: FF End queue CA/7D97: 16 Begin action queue for character $16 (NPC $16), 3 bytes long (Wait until complete) CA/7D99: 8F Move vehicle/entity left 4 tiles CA/7D9A: 1C Do vehicle/entity graphical action $1C CA/7D9B: FF End queue CA/7D9C: 92 Pause for 30 units CA/7D9D: 73 Replace current map's Layer 1 at (71, 100) with the following (2 x 1) chunk, refresh immediately CA/7DA2: $BA, $F7 CA/7DA4: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7DA6: 94 Pause for 60 units CA/7DA7: 16 Begin action queue for character $16 (NPC $16), 8 bytes long CA/7DA9: 83 Move vehicle/entity left 1 tile CA/7DAA: 96 Move vehicle/entity down 6 tiles CA/7DAB: 85 Move vehicle/entity right 2 tiles CA/7DAC: A0 Move vehicle/entity right/up 1x1 tiles CA/7DAD: A0 Move vehicle/entity right/up 1x1 tiles CA/7DAE: A0 Move vehicle/entity right/up 1x1 tiles CA/7DAF: D1 Make vehicle/entity disappear CA/7DB0: FF End queue CA/7DB1: D2 Set event bit $1E80($101) [$1EA0, bit 1] CA/7DB3: D7 Clear event bit $1E80($307) [$1EE0, bit 7] CA/7DB5: D6 Set event bit $1E80($30A) [$1EE1, bit 2] CA/7DB7: FE Return CA/7DB8: B2 Call subroutine $CACAD9 CA/7DBC: 4B Display dialogue message $00E7, wait for button press Hey you! Come to steal my cider? CA/7DBF: 4B Display dialogue message $00E8, wait for button press You thief! CA/7DC2: 4D Invoke battle, enemy set $0A, background $2B (Light Building), (mosaic effect enabled), (swoosh sound enabled) CA/7DC5: B7 If bit $1DC9($40) [$1DD1, bit 0] is clear, branch to $CA7DCF CA/7DCA: B2 Call subroutine $CA85BA CA/7DCE: FE Return CA/7DCF: B7 If bit $1DC9($4C) [$1DD2, bit 4] is clear, branch to $CA7DDE CA/7DD4: 37 Assign graphics $13 to object $01 (Actor in stot 1) CA/7DD7: 43 Assign palette $01 to character $01 (Actor in stot 1) CA/7DDA: D3 Clear event bit $1E80($103) [$1EA0, bit 3] CA/7DDC: D2 Set event bit $1E80($104) [$1EA0, bit 4] CA/7DDE: 42 Hide object $16 CA/7DE0: 96 Restore screen from fade CA/7DE1: 31 Begin action queue for character $31 (Party Character 0), 15 bytes long (Wait until complete) CA/7DE3: 8B Move vehicle/entity left 3 tiles CA/7DE4: CC Turn vehicle/entity up CA/7DE5: E0 Pause for 4 * 2 (8) frames CA/7DE7: 1B Do vehicle/entity graphical action $1B CA/7DE8: E0 Pause for 4 * 2 (8) frames CA/7DEA: 1C Do vehicle/entity graphical action $1C CA/7DEB: E0 Pause for 4 * 2 (8) frames CA/7DED: 1B Do vehicle/entity graphical action $1B CA/7DEE: E0 Pause for 4 * 2 (8) frames CA/7DF0: 1C Do vehicle/entity graphical action $1C CA/7DF1: FF End queue CA/7DF2: 73 Replace current map's Layer 1 at (71, 100) with the following (2 x 1) chunk, refresh immediately CA/7DF7: $BA, $F7 CA/7DF9: 93 Pause for 45 units CA/7DFA: 31 Begin action queue for character $31 (Party Character 0), 2 bytes long (Wait until complete) CA/7DFC: CE Turn vehicle/entity down CA/7DFD: FF End queue CA/7DFE: 4B Display dialogue message $00E9, wait for button press Took the old man's cider! CA/7E01: D7 Clear event bit $1E80($307) [$1EE0, bit 7] CA/7E03: D2 Set event bit $1E80($1D0) [$1EBA, bit 0] CA/7E05: FE Return CA/7E06: C0 If ($1E80($1F0) [$1EBE, bit 0] is set), branch to $CA5EB3 (simply returns) CA/7E0C: 4B Display dialogue message $00E5, wait for button press I'm off work. Get lost! CA/7E0F: D2 Set event bit $1E80($1F0) [$1EBE, bit 0] CA/7E11: 31 Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete) CA/7E13: 84 Move vehicle/entity up 2 tiles CA/7E14: 83 Move vehicle/entity left 1 tile CA/7E15: CD Turn vehic